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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 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 cantrips, 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 (Black Hole and Solar Storm).

Black Hole (Su): This Limit Break allows the stellarian to summon a black hole anywhere within 100 feet. Enemies and objects within a 20-ft.-radius cannot take a move action, 5-foot step, or run, and are pulled to a single point in the center of the spell’s area. Each enemy that enters or begins its turn in the black hole’s area of effect must a Fortitude save (DC 10 + half of his astrologian level + his Charisma modifier) until it is crushed in the center of the hole or it escapes the radius. Anyone who fails takes 2d6 points of bludgeoning damage plus an additional 2d6 per four astrologian levels after 1st, and moves 5 feet closer to the center of the black hole’s area of effect. On a successful save, a creature can move 5 feet away from the black hole’s center as a move action. A creature that begins its turn at the black hole’s center and fails the save takes double damage from this ability. A creature that dies while within the black hole’s area of effect is crushed by the black hole’s gravity and vanishes, utterly destroyed in the void. Creatures in the affected area add their size bonus or penalty to CMD on saves against black hole. Each creature that enters or begins its turn in the black hole must save until it is crushed in the center of the hole or it escapes the radius. The black hole distorts space so that creatures inside the area of effect can move through or share spaces without penalty All ranged attack rolls into the black hole suffer a –10 penalty to hit. Ranged attack rolls out of the black hole with corporeal weapons miss automatically. This limit break requires a standard action to use.

Solar Storm (Su): This Limit Break allows the stellarian to summon the power of the sun to rain down on his enemies. The range of this ability is 400 feet plus 40 feet per astrologian level. The stellarian can choose a 20-ft.-radius within range to affect enemies. Enemies within the area of effect take 2d6 points of fire damage plus an additional 2d6 points of fire damage per four astrologian levels after 1st, a successful Reflex save (DC 10 + half of his astrologian level + his Charisma modifier) reduces the damage by half. In addition, creatures that fail the save are also dazzled for 1 minute. This limit break requires a standard action to use.

These abilities replace the astrologian’s standard Limit Breaks.

Solar Manifestation (Su)

At 1st level, the stellarian gains a physical manifestation of his stellar power. The base form of his solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than his fist that hovers near his head. Beyond the solar mote, his manifestation can take one of several additional forms: armor, shield, flare or a weapon. The stellarian must pick one solar manifestation upon taking his first level of astrologian. The stellarian also chooses whether his 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. The stellarian can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever he enters a stellar mode (see below), the glow or darkness returns immediately. Once made, these choices cannot be changed. Only the stellarian can interact with his solar manifestation, whether in mote, armor, shield, flare, or weapon form. No other creature or effect can affect his solar manifestation in any way, including disarming or sundering it.

  • Lunar Weapon: The stellarian has studied the delicate and luminous light reflected from a moon or similar celestial body, allowing him to bring forth an exquisite weapon made for graceful combat. This manifestation functions similarly to solar weapon, except it deals 1d4 damage at 1st level. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. His lunar weapon also has the finesse special quality.
  • Solar Armor: The stellarian can form his solar mote into a suit of armor made out of stellar energy that outlines his body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of his solar manifestation, but it can take whatever general shape he chooses, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. His solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once the stellarian has selected the general design, the stellarian can’t change it until he gains a new astrologian level. His solar armor grants the stellarian a +1 enhancement bonus to his Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives the stellarian no benefit if the stellarian is wearing medium or heavy armor. At 5th level, the stellarian also gain elemental resistance 5 while his solar armor is active. The stellarian can choose either earth, fire, ice, lightning, water, or wind resistance when the stellarian activates the armor, and can switch elemental types as a move action. This elemental resistance increases by 5 at 10th level and every 5 levels thereafter. Forming or dismissing solar armor is a move action.
  • Solar Flare: The stellarian can condense his solar mote around one of his hands to form a lightweight ranged weapon of stellar energy. This weapon appears to be made of either glowing light or solid darkness, as determined by the appearance of his solar manifestation, but it can take any general shape the stellarian desires. The shape of normal ranged weapons—such as pistols and crossbows are fairly common—but more esoteric manifestations such as a shimmering crystal that launches fragments of itself, a dark aura that forms directly onto his foes, or an orb of stellar energy that releases beams of pure light are also possible. His solar flare’s general design has no impact on its function, and it doesn’t give the weapon any weapon special properties. Once the stellarian has selected the general design, he can’t change it until he gains a new astrologian level. His solar flare functions as a one-handed firearm or crossbow that targets touch AC, and the stellarian is automatically proficient with it. At 1st level, choose whether his solar flare deals ice damage or fire damage. The stellarian can change the damage type each time he gains a new astrologian level. His solar flare deals 1d4 damage and has a range increment of 60 feet. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. Any solarian class features (including stellar revelations and zenith revelations) that specifically affect melee weapons function with his solar flare, even if they normally work only with melee attacks. Forming or dismissing a solar flare 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). His solar flare is automatically dismissed if it ever leaves his hand.
  • Solar Shield: The stellarian can coalesce his solar mote around one of his hands, creating a deflecting shield of out of stellar energy. This shield appears to be made of either glowing light or solid darkness, as determined by the appearance of his solar manifestation, but it can take any general shape the stellarian desire. Normal defensive implements such as bucklers and kite shields are popular shapes for solar shields, but it is not unheard of for a solarian to bear a solar shield in the form of a shining orrery orbiting their arm, a set of rapidly spinning helicopter blades across their forearm, or stranger barriers. His solar shield’s general design has no impact on its function, and it doesn’t give the shield any special abilities. Once the stellarian has selected the general design, he can’t change it until he gains a new astrologian level. His solar shield grants the stellarian a +1 shield bonus to AC and as a move action he can align the shield to grant him greater protection against one opponent he is observing, which increases his shield bonus to AC to +2 against attacks from that opponent until the beginning of his next turn. At 5th level and again every 5 levels thereafter, the shield bonus when aligned against one target increases by an additional +1. The stellarian can make unarmed attacks with his solar shield; the stellarian threaten squares within his reach while it is formed. The damage type of these attacks is bludgeoning damage. Forming or dismissing a solar shield 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). His solar shield is automatically dismissed if it ever leaves his hand.
  • Solar Weapon: The stellarian can seize his solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of his solar manifestation, but it can be whatever general shape he chooses. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over his own hand, are possible as well. His solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once the stellarian has selected the general design, he can’t change it until he gains a new astrologian level. His solar weapon functions as a one-handed melee weapon and the stellarian is automatically proficient with it. At 1st level, choose whether his solar weapon deals bludgeoning, piercing, or slashing damage. The stellarian can change the damage type each time he gains a new astrologian level. His solar weapon deals damage equal to 1d6 + his Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. 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). His solar weapon is automatically dismissed if it ever leaves his hand.

This ability replaces draw, royal road, minor arcana, spread, sleeve draw, and shuffle.

Stellar Mode (Su)

At 1st level, the stellar forces the stellarian calls on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of his power, and his stellar mode represents the strength of his connection with one or both of these forces—a relationship that shifts from one moment to the next as the stellarian uses his stellar revelations.

When in battle, the stellarian enters a state of metaphysical alignment with cosmic forces. At the start of his first turn in combat, if the stellarian is conscious, he must choose one of three stellar modes: graviton, photon, or unattuned (see below).

At the start of each subsequent turn of combat, the stellarian must choose to either stay in his current stellar mode or to become unattuned. If the stellarian chooses to stay in his mode, he gains another attunement point for that mode. As long as the stellarian has 1 or 2 attunement points in a mode, he is attuned to that mode. Once the stellarian reaches 3 attunement points in a mode, he becomes fully attuned to that mode. Some of his stellar revelations are zenith revelations, which can be used only when the stellarian is fully attuned to one mode or the other. When the stellarian is fully attuned, the stellarian cannot gain more points in his mode, but he stays fully attuned until combat ends, his stellar mode ends, or he becomes unattuned. If the stellarian chooses to become unattuned, he loses all attunement points he has accrued so far. At the start of his next turn, the stellarian can enter a new stellar mode or stay unattuned.

At the end of combat, his stellar mode ends. If the stellarian falls unconscious during an encounter, he becomes unattuned. If the stellarian regains consciousness while still under threat, he can enter a stellar mode on his first turn after regaining consciousness, as if it were the first round of combat; if combat ends before he regains consciousness, his stellar mode ends. If the stellarian is not in a stellar mode, for any reason, he is considered unattuned for the purposes of his stellar revelations.

When the stellarian is not in combat, he can’t enter a stellar mode. This ability manifests only in high-stakes situations, when his training takes over and connects his mind to the universe. There needs to be some risk to the stellarian for his stellar mode to activate, so he must be facing a significant enemy. If there’s any doubt about whether the stellarian is in combat or able to access his stellar mode, the GM decides. This also means that his stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to the stellarian.

  • Graviton Mode: When the stellarian enters graviton mode, he gains 1 graviton attunement point and become graviton-attuned. Some of his stellar revelations are graviton powers and get stronger if the stellarian is graviton-attuned. While graviton-attuned, the stellarian gains a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 astrologian levels the stellarian has.
  • Photon Mode: When the stellarian enters photon mode, he gains 1 photon attunement point and become photon-attuned. Some of his stellar revelations are photon powers and get stronger if the stellarian is photon-attuned. While photon-attuned, the stellarian gains a +1 insight bonus to damage rolls (including damage rolls for his stellar powers). This bonus increases by 1 for every 6 astrologian levels the stellarian has.
  • Unattuned: While unattuned, the stellarian gains no attunement points and he is neither photon-attuned nor graviton-attuned. The stellarian gain no benefits while unattuned.

This ability replaces starglobe.

Stellar Revelation (Su)

As the stellarian gains experience, he uncovers new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grants the stellarian the ability to channel these forces and manifest potent preternatural powers. At 1st level, the stellarian automatically learns the black hole and supernova stellar revelations. At 2nd level and every two astrologian levels thereafter, the stellarian learns an additional stellar revelation. The stellarian cannot select the same stellar revelation more than once unless it says otherwise. The stellarian can choose any stellar revelations the stellarian wishes, but if the stellarian has more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode.

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 his astrologian level + his Charisma modifier. A revelation that says it lasts for 1 round or until the stellarian leaves the associated mode lasts for whichever of these durations is longer. The stellarian can use stellar revelations both in and out of combat, but since the stellarian can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as the stellarian is in a stellar mode lasts only 1 round if the stellarian is not in combat.

Disproportionate Revelations: If the stellarian devotes himself too strongly to one type of revelation, the stellarian falls out of harmonic alignment with the cosmic forces the stellarian accesses. The stellarian can have one more revelation of one type (either graviton or photon) than of the other type without penalty. If his revelations of one type outnumber those of the other type by two or more, the stellarian is considered attuned while he has from 1 to 3 attunement points in a stellar mode, and he does not become fully attuned to either stellar mode until he has accrued 4 attunement points in that stellar mode. For example, if the stellarian has three photon revelations and one graviton revelation, the stellarian would need 4 photon attunement points to be fully photon-attuned and 4 graviton attunement points to be fully graviton-attuned.

Adaptive Graviton: Graviton Revelation (Su): Choose three graviton revelations that the stellarian doesn’t have. When the stellarian become fully graviton attuned, he gains one of these revelations of his choice until he is no longer fully graviton attuned. Temporarily gaining this revelation doesn’t count against his total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever the stellarian gain a level, he can change one of the chosen revelations. Prerequisite: The stellarian must be at least 16th level to select this stellar revelation.

Adaptive Photon: Photon Revelation (Su): Choose three photon revelations that the stellarian doesn’t have. When the stellarian become fully photon attuned, he gains one of these revelations of his choice until he is no longer fully photon attuned. Temporarily gaining this revelation doesn’t count against his total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever the stellarian gain a level, he can change one of the chosen revelations. Prerequisite: The stellarian must be at least 16th level to select this stellar revelation.

Agile Ingress: Photon Revelation (Su): The stellarian can shape and briefly intensify the light shed by his solar manifestation. As a move action, the stellarian can change the area illuminated by his solar manifestation to a cone with a length equal to twice the normal radius of his manifestation, or to a line with a length equal to four times the normal radius. This lasts for as long as his solar manifestation is formed, or until the stellarian changes it back to its standard shape or to a different shape as a move action. When the stellarian is attuned or fully attuned, he can intensify the light created as part of the move action he takes to use Acrobatics to tumble through a threatened area. If the stellarian succeeds at the Acrobatics check, he can cause his solar manifestation’s light to deal 1d4 fire damage to one creature that threatens that space. This damage increases by 1d4 for every 4 astrologian levels the stellarian has (maximum 6d4 at 20th level), and a creature can halve the damage with a successful Reflex saving throw. Once a creature has taken fire damage from this manifestation, they’re immune to its damage for 1 minute. This cone or line moves in relation to the stellarian, maintaining relative direction and shape regardless of his movement.

Agile Wavelengths: Graviton Revelation (Su): The stellarian has developed a technique to conduct maneuvers on the battlefield at range with his solar flare. The stellarian can attempt combat maneuvers as a ranged attack instead of a melee attack, with a range of 30 feet. While attuned or fully attuned, the stellarian gain a +2 insight bonus to combat maneuvers attempted at range using this stellar revelation. Prerequisites: The stellarian must have a solar flare to select this stellar revelation.

Armament of Gravity: Graviton Revelation (Su): His weapons have been exposed to gravity so thoroughly that the stellarian can infuse them with gravitational forces with minimal exertion. When the stellarian gains an attunement point in graviton mode, he can activate one graviton revelation that grants one of his wielded weapons a weapon special property (such as attractive force or crushing force) without spending an action. The revelation must be 8th level or lower. Prerequisite: The stellarian must be at least 14th level to select this stellar revelation.

Armament of Light: Photon Revelation (Su): His equipment has been exposed to the glimmering power of photons so thoroughly that the stellarian can effortlessly infuse them with light. When the stellarian gains an attunement point in photon mode, the stellarian can activate one photon revelation that grants one of his wielded weapons a weapon special property (such as luminescent inquisition or subduing beams) without spending an action. The revelation must be 8th level or lower. Prerequisite: The stellarian must be at least 14th level to select this stellar revelation.

Astrologic Sense: Photon Revelation (Su): The stellarian can sense the movement of all objects influencing him to gain insight into upcoming events. Once per day as a full-round action, the stellarian can try to determine whether a particular action of his will bring good or bad results for him in the immediate future. This functions as augury with his effective caster level equal to his astrologian level. When the stellarian is attuned or fully attuned, the stellarian can see 1 hour into the future (instead of half an hour as is normal for augury) when he uses this revelation. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Attractive Force: Graviton Revelation (Su): His weapon exerts a pull that makes objects cling to it and can even stymie opponents with strands of force. As a move action, the stellarian can grant a weapon he wields, including his solar weapon, the disarm weapon special property. This benefit lasts for 1 round or until the stellarian leaves graviton mode. When the stellarian is attuned or fully attuned, if he scores a critical hit with the weapon, his target must succeed at a Reflex save or be entangled for 1 round. If the weapon already has a critical hit effect, when the stellarian scores a critical hit, he can apply either the weapon’s normal critical hit effect or the entangling effect. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Awakened Flames: Photon Revelation (Su): As a standard action, the stellarian elevates the energy levels in the body of a target creature within 30 feet, causing it to combust if it moves. Until the end of his next turn, the first time the creature moves from its space, it gains the burning status effect (Fortitude negates), dealing 1d6 fire damage per round. This damage increases by 1d6 at 6th level and every 4 levels thereafter. If the stellarian is attuned or fully attuned when the stellarian scores a critical hit against a creature, he can attempt to use this revelation as a swift action against the creature rather than as a standard action until the end of his next turn. Once the stellarian has targeted a creature with this revelation, he can’t target it again with awakened flames for 24 hours.

Back Blast: Photon Revelation (Su): When the stellarian activates his supernova stellar revelation while in an area with an atmosphere, the stellarian can choose for the revelation to create intense turbulence in the affected area. His supernova disperses fog, smoke, and similar effects as though it were strong wind. At the beginning of his next turn, the air implodes toward the area’s center, creating strong winds for 1 round and causing all creatures with the burning condition in the area to immediately take fire damage equal to the damage dealt by their burning condition (Reflex negates the additional damage). Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Barrier Occultation: Graviton Revelation (Su): His solar manifestation bends, blocks, and reflects light as much as it produces it. As a move action, the stellarian can change the light emitted by his solar manifestation to 10 feet of dim light, 10 feet of bright light followed by 10 feet of dim light, or 10 feet of bright light with no dim light beyond. This lasts for as long as his solar manifestation is formed, or until the stellarian changes it back to its default state or to another option as a move action. When the stellarian is attuned or fully attuned, he can change his solar manifestation’s light as part of a move action to align a shield; when a creature against which he has aligned his shield attacks him, they become dazzled for 1d4 rounds (Reflex negates).

Binary Shield System: Graviton Revelation (Su): His bond with his solar shield is strong enough that the stellarian can split his focus against multiple foes. When the stellarian is fully attuned and uses a move action to align his solar shield against a specific target, the stellarian can choose a second creature to align his shield against, gaining the full benefits of aligning his shield against both of them. Both creatures must be within 30 feet of each other when the stellarian align his solar shield against them. Prerequisites: The stellarian must be at least 14th level and must have a solar shield to select this stellar revelation.

Black Hole: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, as a standard action, the stellarian can pull any number of creatures within 20 feet of him closer. The stellarian chooses which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward the stellarian. 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 the stellarian. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After the stellarian uses this revelation, the stellarian immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.

Blade in the Night: Graviton Revelation (Su): The stellarian has learned how to damage his foes not just with light, but also with the absence of light. As a move action, the stellarian can choose a creature within 30 feet of him. For 1 round, or until the stellarian leaves graviton mode, the stellarian gains a +1 bonus to weapon damage rolls against that creature. This bonus damage increases by 1 at 8th level and every 6 levels thereafter. While attuned or fully attuned, this bonus damage instead increases by 1 at 4th level and every 4 levels thereafter.

Blazing Orbit: Photon Revelation (Su): As a move action, the stellarian can move up to his speed, gaining concealment against any attack made against hin during the move, and he can leave a trail of flames in every square he passes through. The flames last for 1 round and deal 2d6 fire damage to anyone who moves into them. The stellarian can’t move through another creature’s space during this movement. If the stellarian uses blazing orbit again, any flames he previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter. When the stellarian is attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage). Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Burn Enchantment: Photon Revelation (Su): His attacks’ cosmic energy shreds the magical forces wielded by spellcasters. As a move action, the stellarian sheathe his body in protective energy that attunes to spellcasters he strikes. If the next successful melee attack the stellarian makes before the beginning of his next turn hits a creature capable of casting spells or using spell-like abilities, he gains a +2 enhancement bonus to saving throws against that creature’s spells and spell-like abilities for 1 round. Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

Caustic Void: Graviton Revelation (Su): The stellarian can transform the crushing force of a black hole into a more caustic destructive energy. The stellarian can use this revelation when forming his solar manifestation to change the manifestation’s properties. If his solar manifestation deals only elemental damage, this revelation causes the manifestation to deal earth damage instead of any other elemental damage types. If his solar manifestation provides a bonus to AC, it also grants the stellarian earth resistance equal to 5 + half his astrologian level. A solar shield manifestation applies both the earth damage effect to unarmed attacks with the shield as well as the earth resistance effect, though the stellarian only gain the earth resistance benefit while his shield is aligned, whether or not that earth damage is dealt by his target.

Celestial Aegis: Photon Revelation (Su): As a move action, the stellarian channel the Positive Energy Plane’s power directly into his solar armor or solar shield, helping the stellarian capture and redirect his escaping life energy to bolster his body. As an immediate action when the stellarian take damage that causes him to lose at least 2 Hit Points, he gains temporary Hit Points equal to half the number of Hit Points he losts from the attack or effect. These temporary Hit Points last 3 rounds. If the stellarian is attuned or fully attuned, he also gains spell resistance equal to 11 + his astrologian level against necromancy spells, and against spells with the elemental (ice), dark, or death descriptors. Prerequisites: The stellarian must be at least 14th level and must have a solar shield or solar armor to select this stellar revelation.

Celestial Clock: Photon Revelation (Su): The rotation of a pulsar is perfectly precise, rivaling that of an atomic clock. The stellarian can sense this cosmological clock and time his movements to it, acting with uncanny timing and perfect precision. The stellarian gains a +2 bonus to his Armor Class against attacks of opportunity. The stellarian also possesses a supernaturally accurate sense of time—he is always aware of the exact date and time wherever (and whenever) he is, accurate to the millisecond, and can precisely measure time as it passes without the need for a clock or other device.

Constructive Interference: Graviton Revelation (Su): Forces humming within his solar armor make it more difficult for sound waves and electrical impulses to reach his body and harm the stellarian. The stellarian gains elemental resistance 5 whenever his solar armor is active. The stellarian can choose a different or same resistance when he activates the armor, and he can switch elemental types as a move action. When the stellarian is attuned or fully attuned, he doubles the amount of resistance granted by this ability. Prerequisites: The stellarian must have a solar armor to select this stellar revelation.

Corona: Photon Revelation (Su): As a standard action, the stellarian can surround his body with an envelope of fiery plasma. The stellarian gain ice resistance 10, and any adjacent creature that hits him with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until the stellarian leave photon mode. At 12th level, the damage increases to 3d6 and the ice resistance increases to 15. At 18th level, the damage increases to 4d6 and the ice resistance increases to 20. When the stellarian is attuned or fully attuned, any creature that starts its turn adjacent to the stellarian while his corona is in effect takes fire damage equal to half his astrologian level. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Crush: Graviton Revelation (Su): As a standard action, the stellarian can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become staggered for 1 round. This revelation also affects constructs. The stellarian can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, the stellarian can’t target that creature with crush again for 24 hours. When the stellarian is attuned or fully attuned, crush can also stuns the target for 1 round. Maintaining crush on subsequent rounds extends the staggered effect, but not the stunned effect. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Crushing Force: Graviton Revelation (Su): His weapons destroy the tools and energy his foes wield against the stellarian. As a move action, the stellarian can grant a weapon he wields, including his solar weapon, the sunder weapon special property. This benefit lasts for 1 round or until the stellarian leaves graviton mode. When the stellarian is attuned or fully attuned, his weapon also inflicts the fatigued condition, with a successful Fortitude save negating this. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Curving Flare: Photon Revelation (Su): The stellarian has developed a technique to use his enemies’ gravity fields against them, creating a shining ricochet. When the stellarian makes a ranged attack with his solar flare as a standard action and hits, he can use a move action to make a second ranged attack with his solar flare. This second attack is made at a –5 penalty (–3 if the stellarian is attuned or fully attuned) and must be made against a different target than the first attack. The stellarian determines line of sight and the range of this attack starting from one corner of the space occupied by the target of the first attack. Prerequisites: The stellarian must be at least 6th level and must have a solar flare to select this stellar revelation.

Dark Interaction: Graviton Revelation (Su): By transforming his own body into dark matter, the stellarian briefly ceases to interact with physical objects. Once per day when the stellarian is attuned or fully attuned, the stellarian can activate this power as a swift action to become incorporeal until the beginning of his next turn. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Dark Matter Senses: Graviton Revelation (Su): His sensitivity to dark matter allows the stellarian to navigate in lightless conditions. The stellarian gains darkvision with a range of 60 feet.

Dark Matter: Graviton Revelation (Su): As a move action, the stellarian can draw on the properties of dark matter to increase his density, allowing him to resist physical damage. The stellarian gains damage reduction 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 astrologian levels thereafter. This benefit lasts for 1 round or until the stellarian leaves graviton mode. When the stellarian is attuned or fully attuned, his DR from dark matter is equal to half his astrologian level.

Debris Field: Graviton Revelation (Su): As a standard action, the stellarian can cause a cloud of debris, microscopic particles, and small items to orbit him, trapped in his personal gravitational field. This grants the stellarian concealment against ranged attacks. This ability functions for 1 round or until the stellarian leaves graviton mode. When the stellarian is attuned or fully attuned, the cloud of debris and microscopic particles thickens, increasing the miss chance from his concealment to 50% on ranged attacks (though he is not considered to have total concealment). Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

Defy Gravity: Graviton Revelation (Su): As a move action, the stellarian can fly up to his base land movement speed. The stellarian must end this movement on solid ground or he falls. At 12th level or higher, the stellarian doesn’t have to land if he immediately follow his flight with another move action to use defy gravity. On his last move action of the turn, the stellarian still has to land or fall. When the stellarian is attuned or fully attuned, his fly speed from this revelation increases by 10 feet. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Distant Burst: Photon Revelation (Su): His solar manifestation is an extension of himself, and the stellarian has learned to center his power outward. Any stellar revelations (including zenith revelations) that have a radius and are centered on the stellarian can be centered anywhere within 20 feet of him. While attuned or fully attuned, they can instead be centered anywhere within 40 feet of the stellarian.

Distracting Glare: Photon Revelation (Su): His shimmering power draws his enemies’ focus to the real threat: the stellarian. As a move action, the stellarian can focus his attention on a creature within 30 feet of him. The target must attempt a Fortitude save. If it fails, it takes a –2 penalty to attack rolls for attacks that don’t include the stellarian as a target for 1 round or until he leaves photon mode.

Draining Agony: Graviton Revelation (Su): The stellarian can increase the suffering of those who would oppose him. As an immediate action while the stellarian is attuned or fully attuned, when a hostile creature within 30 feet of him takes damage from any source, he can add his astrologian level to the total damage the creature takes. Once the stellarian uses this revelation, the stellarian can’t use it again until the next time he rests for 10 minutes. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Eclipse Defense: Graviton Revelation (Su): The stellarian can cause his melee weapon to exert a gravitational pull, drawing strikes to meet it. If a creature hits the stellarian or a creature adjacent to him with a melee attack and he is wielding a melee weapon, the stellarian can make a melee attack roll against the attacking creature as an immediate action. If his attack exceeds the attacking creature’s AC + 8, the stellarian doesn’t deal damage; instead, the target’s attack deals only half damage. When the stellarian is attuned or fully attuned, he gains a +4 bonus to his attack roll to use this revelation. Prerequisite: The stellarian must be at least 4th level to select this stellar revelation.

Explosive Meditation: Photon Revelation (Su): When his focus shatters, the stellarian receives a burst of energy and insight. When the effects of his sidereal influence class ability ends because combat begins, the stellarian gains the following benefits for a number of rounds equal to half his Charisma modifier (minimum 1 round). First, the stellarian gains a +3 insight bonus to the graviton or photon skills to which his sidereal influence applied. Second, the stellarian can apply his Charisma modifier to his initiative check in place of his Dexterity modifier. Third, the stellarian can add his Charisma modifier as a bonus to the damage dealt by one weapon attack or stellar revelation per round; this does not stack with other effects that add his Charisma bonus to damage. Finally, the stellarian gains a temporary Hit Points equal to his Charisma modifier.

Flare: Photon Revelation (Su): As a move action, the stellarian can shed light in a 30-foot radius for 1 minute. The stellarian chooses dim, normal, or bright light each time he activates this revelation. As a standard action, the stellarian can create a flash of brilliant light, forcing one creature within 30 feet to succeed at a Reflex save or be blinded for 1 round. Once the stellarian has targeted a creature with flare, he can’t target it with this revelation again for 10 minutes. Blind or sightless creatures are not affected by this use of this revelation. When the stellarian creates a flash of light as a standard action and he is attuned or fully attuned, he can instead choose to make all enemies within range to be dazzled for 1 round (no save).

Forceful Shield: Photon Revelation (Su): His solar shield, when imbued with photonic energy, can be used for offense as well as defense. As a full-round action while holding his solar shield, the stellarian can make one melee attack with it, dealing damage as if it were a solar weapon (using his astrologian level). The stellarian can also use it to make an attack of opportunity if a foe provokes one from him before the beginning of his next turn after he used his solar shield in this way. While attuned or fully attuned, the stellarian can align his solar shield against the target of his attack as part of the same full-round action. Prerequisites: The stellarian must be at least 10th level and must have a solar shield to select this stellar revelation.

Gallant Rebuttal: Photon Revelation (Su): His solar shield aligns with his cosmic potency to such an extent that the stellarian can retaliate with a starry burst against those who seek to harm him. As an immediate action when the stellarian is attuned or fully attuned and takes damage from a creature his solar shield is aligned against, he can cause that creature to take fire damage equal to his Charisma bonus. Prerequisites: The stellarian must be at least 14th level and must have a solar shield to select this stellar revelation.

Glow of Life: Photon Revelation (Su): As a move action, once per day, the stellarian can recover a number of Hit Points equal to twice his astrologian level. When the stellarian is attuned or fully attuned, increase the amount he heals with this revelation to three times his astrologian level. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Glowing Influence: Photon Revelation (Su): His influence over light and heat is more adept than most. When the stellarian is using sidereal influence with photon skills, the stellarian rolls 1d8 and adds the result as an insight bonus to his check, rather than rolling 1d6. In addition, the stellarian chooses one additional skill from the photon skill list that he can modify using his sidereal influence ability. Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

Gravitational Lock: Graviton Revelation (Su): The stellarian can bind an enemy to himself through gravitational forces. As a move action, choose one creature adjacent to the stellarian. Whenever the target attempts to move to any space that isn’t adjacent to the stellarian before the beginning of his next turn, it must succeed at a Fortitude save or be unable to move into that space, losing the remainder of the distance it could’ve traveled with that action. Once the target is no longer adjacent to the stellarian, the effect ends. While the stellarian is attuned or fully attuned, a target that fails its save also struggles to focus on anyone but him, treating enemies other than him as having concealment. Once a creature has been affected by this revelation, it becomes immune to his gravitational lock for 24 hours.

Gravitic Reinforcement: Graviton Revelation (Su): The stellarian can shore up his most frustrating weaknesses with balancing gravity. As a move action, the stellarian can gain a +1 bonus to his lowest saving throw for 1 minute, which persists even if he becomes unattuned, but not if he leaves 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 the stellarian is in graviton mode while benefiting from this revelation, this bonus instead applies to all of his saving throws for as long as he is in graviton mode. This bonus increases by 1 at 8th level, and again every 6 levels thereafter.

Gravity Anchor: Graviton Revelation (Su): As a move action, the stellarian can form a gravitational bond between himself and either the surface he is standing on or the objects he is holding. This grants the stellarian a +4 bonus to his AC against bull rush, reposition, and trip combat maneuvers if he chooses the surface underfoot, or against disarm combat maneuvers if he chooses objects. The bonus lasts for 1 round or until the stellarian leaves graviton mode. The stellarian can have only one gravity anchor active at a time. When the stellarian is attuned or fully attuned, the stellarian can activate this revelation as an immediate action when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack.

Gravity Boost: Graviton Revelation (Su): The stellarian can increase or reduce the gravitational attraction between himself and the terrain around him. The stellarian can add a bonus equal to one-third his astrologian level (minimum +1) to Acrobatics, Climb, and Swim checks to climb, jump, or swim as part of the action he takes to attempt the skill check. In addition, as an immediate action when the stellarian is falling, he can reduce the falling damage he takes by half. At 6th level, the stellarian can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves his hands free and the stellarian can also run. The stellarian must end his movement on a surface that can support him normally. If the stellarian ends his movement while he is standing on a vertical surface or ceiling, he falls unless he succeeds at a Climb check to climb to remain in position. When the stellarian is attuned or fully attuned, the bonus he gains from this revelation to checks to climb, jump, or swim doubles.

Gravity Grappler: Graviton Revelation (Su): The stellarian can shape gravity into translucent coils that he can anchor to objects. As a standard action, the stellarian can hurl this coil at a target, functioning in all ways like a grappler with titanium alloy cable line with a maximum range equal to 30 feet multiplied by his Charisma modifier (minimum 1). This cable line lasts for 1 minute or until the stellarian uses this revelation again.

Gravity Hold: Graviton Revelation (Su): This revelation allows the stellarian to move objects at a distance as per grab spell. When the stellarian is attuned or fully attuned, he can use the grab ability of his 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 the stellarian can’t lift a creature higher than 5 feet off the ground. When the stellarian spends 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.

Gravity Shield: Graviton Revelation (Su): As a move action, the stellarian can create a minor shield of compressed gravity waves, granting him a +1 circumstance bonus to his AC. The shield lasts for 1 round or until the stellarian leaves graviton mode. When the stellarian is attuned or fully attuned, as a move action, the stellarian can create a disk of massive gravitational energies that is capable of deflecting incoming attacks. Choose one edge of his space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from its far side, but not against attacks originating from the side the stellarian is on. If the stellarian moves, he can reposition his shield as part of his move action, moving it to a different edge of his space. The stellarian must use one of his hands to direct and maintain an active gravity shield. The stellarian cannot use this version of the gravity shield at the same time he uses this revelation to gain a circumstance bonus to his AC. This gravity shield also lasts 1 round or until the stellarian leaves graviton mode. Prerequisite: The stellarian must be at least 14th level to select this stellar revelation.

Gravity Slam: Graviton Revelation (Su): When the stellarian uses the gravity surge revelation, the stellarian can choose to attempt a bull rush combat maneuver instead of a disarm or trip combat maneuver. The stellarian can attempt this bull rush from any direction, regardless of his position relative to the target. When the stellarian is attuned or fully attuned, if he bull rushes a creature using gravity surge and that creature’s movement would be checked by another creature of its size or smaller or by an obstacle, the stellarian attempts a trip combat maneuver against each creature as if using the gravity surge revelation. Prerequisites: The stellarian must be at least 10th level and must have the gravity surge revelation to select this stellar revelation.

Gravity Surge: Graviton Revelation (Su): As a full-round action, the stellarian can perform a disarm or trip combat maneuver against a target within 30 feet. Use his Charisma modifier on his attack roll instead of his Strength modifier, and the stellarian gains a +4 bonus to this attack roll that doesn’t stack with the bonus from the Improved Combat Maneuver feat. When the stellarian is attuned or fully attuned, if he disarms a target with gravity surge and have a hand free, the dropped item flies toward him and he can snatch it from the air. If the stellarian trips a target with gravity surge, he can pull the target up to 10 feet closer to him. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Gravity Well: Graviton Revelation (Su): The stellarian has learned how to use his solar manifestation to disrupt the gravitational fields around his enemies. As a full-round action while attuned or fully attuned, the stellarian can make an attack with his solar flare, solar shield, or solar weapon against a single target. If the stellarian is able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the area within a 10-foot radius of his target (including the air) becomes difficult terrain for a number of rounds equal to half his astrologian level. Prerequisites: The stellarian must be at least 10th level and must have a solar flare, solar shield, or solar weapon to select this stellar revelation.

Grounding Sink: Graviton Revelation (Su): When the stellarian uses the energy sink stellar revelation, he draws strength from those around him. If at least one creature fails the Fortitude save against his energy sink, he gains a number of temporary Hit Points equal to his astrologian level that last for 1 minute. Upon gaining these temporary Hit Points, if the stellarian has the fatigued condition, he removes that condition. If the stellarian has the exhausted condition, he becomes fatigued instead. Prerequisites: The stellarian must be at least 10th level and must have the energy sink stellar revelation to select this stellar revelation.

Heavy Landing: Graviton Revelation (Su): The stellarian can redirect the energy of deadly falls into deadlier strikes. The stellarian reduces falling damage he takes by an amount equal to his astrologian level (minimum 0 damage). If the stellarian hits a creature using a melee attack within 1 round of reducing his falling damage in this way, his first such successful attack deals additional damage equal to the falling damage this revelation prevented. When the stellarian is fully graviton attuned, he adds his Charisma modifier to the maximum falling damage this revelation can prevent.

Hunter’s Gloom: Graviton Revelation (Su): As a full-round action, the stellarian can warp light around him, creating an area of visual distortion in his space for 10 minutes or until he leaves his space. This grants the stellarian concealment and a +2 circumstance bonus to Stealth checks, and the bonus increases to +4 when he attempts Stealth checks to snipe. If the stellarian begins combat while concealed by this ability and while using his sidereal influence ability to augment graviton skills, his sidereal influence doesn’t automatically end; it instead ends during combat only once his hunter’s gloom effect ends. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Hypnotic Glow: Photon Revelation (Su): As a standard action, the stellarian can convince one living creature that he is to be trusted. This functions as charm, but with a duration of 1 round per astrologian level the stellarian has. When the effect ends, if the stellarian is out of line of sight and the target is not engaged in an activity it wouldn’t have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out. The stellarian can’t use this revelation again while he currently has a creature charmed via this ability, and once he has attempted to charm a creature, whether or not the attempt was successful, he can’t charm the same creature again for 24 hours. His influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything the stellarian has requested of it. At 9th level, hypnotic glow functions as charm monster. When the stellarian is attuned or fully attuned and he successfully charms a creature using this ability, the stellarian can also command it to approach, flee, or halt on its next turn, as per the command spell (no save). Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Implosion Shock: Graviton Revelation (Su): At the beginning of his next turn after using black hole, as long as the stellarian is in the revelation’s affected area, he can unleash a devastating shockwave that affects all creatures within 5 feet of himself. Creatures in the shockwave take 1d8 non-elemental damage and are flat-footed until the beginning of his next turn (Fortitude negates). The damage increases by 1d8 at 8th level and every 2 levels thereafter. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Impossible Gravity: Graviton Revelation (Su): When the stellarian is attuned, he increases the maximum creature size that he can immobilize, lift, or move with the grab ability of his gravity hold revelation to Large creatures. When the stellarian is fully attuned, the revelation can also affect Huge creatures. When used to move or manipulate objects, the range of his grab ability increases to 100 feet. The maximum weight of the affected object increases to 10 pounds per astrologian level the stellarian has. While the stellarian is attuned, the maximum weight the stellarian can affect doubles. While the stellarian is fully attuned, the maximum weight instead quintuples, and he can move the object up to 30 feet as a move action. Prerequisites: The stellarian must be at least 14th level and must have the gravity hold stellar revelation to select this stellar revelation.

Ironweight Announcement: Graviton Revelation (Su): The stellarian can add supernatural force to his proclamations. When the stellarian succeeds at an Intimidate check to demoralize a creature as a standard action while attuned or fully attuned, he can choose to deal 1d10 non-elemental damage to the creature or to push the creature 5 feet away from him (Fortitude negates the additional effect). The damage increases to 2d10 at 10th level and to 3d10 at 16th level. The distance the stellarian can push the creature increases to 10 feet at 10th level and to 15 feet at 16th level. Whether or not the creature succeeds at the saving throw, they become immune to his ironweight announcement for 24 hours.

Lightspeed Tread: Photon Revelation (Su): The stellarian can travel across great distances with incredible speed. The stellarian gains a +10-foot enhancement bonus to each of his speeds when calculating the distance he travels overland, and he grants this bonus to all allies within 50 feet of himself. The stellarian also increases the full speed and speed in miles per hour of vehicles he pilots by 10%. While the stellarian is attuned or fully attuned, each of his speeds gains a +10-foot enhancement bonus until the end of his next turn whenever he uses a photon stellar revelation.

Orbital Awareness: Photon Revelation (Su): The stars themselves serve as his eyes, though the stellarian can project his senses even in their absence. As a full-round action, choose a 5-foot square that is within 30 feet and to which the stellarian has line of sight. For up to 10 minutes while the stellarian is within 30 feet of that square, he can perceive as though he was in the selected space. The effect ends prematurely after a number of rounds equal to his Charisma modifier in which the stellarian is neither using sidereal influence with photon skills nor have at least 1 attunement point in photon mode. While the stellarian is outside, the effect’s range increases to 300 feet so long as he and the selected square both have a clear view of the sky or space. Under these circumstances, the stellarian can’t be flanked while this ability is active, and he can perceive from the selected square as though he had darkvision with a range of 120 feet. Prerequisite: The stellarian must be at least 14th level to select this stellar revelation.

Overwhelming Brilliance: Photon Revelation (Su): The stellarian can channel part of the Positive Energy Plane’s brilliance. The stellarian can use this revelation when forming his solar manifestation, changing the manifestation’s properties. If his solar manifestation deals elemental damage, this revelation causes the manifestation to deal fire damage instead of any other elemental damage types. This fire damage ignores creatures’ fire resistance (if any) by an amount equal to his Charisma modifier plus 1 for every 4 astrologian levels the stellarian has. If his solar manifestation provides a bonus to AC, it also grants the stellarian a +2 bonus to saving throws against death effects and effects created by undead creatures. Additionally, it grants the stellarian fire resistance equal to 1 + 1 for every 4 astrologian levels he has. A solar shield manifestation applies both the fire damage effect to unarmed attacks with the shield as well as the fire resistance effect, though the stellarian only gain the fire resistance benefit while his shield is aligned, whether or not that fire damage is dealt by his target.

Paralyzing Storm: Photon Revelation (Su): The stellarian’s electrical discharges overwhelm his target’s motor functions. If the target of his destructive discharge stellar revelation fails its saving throw against the effect, the revelation also has one of the following effects: the target is knocked prone, the target gains the flat-footed condition for 1 round, or the target must succeed at a second Fortitude save or be stunned for 1 round. Prerequisites: The stellarian must be at least 10th level and must have the destructive discharge stellar revelation to select this stellar revelation.

Particle Field: Photon Revelation (Su): As a move action, the stellarian surrounds himself with a swirling sheath of charged particles that absorb some damage from attacks made against him. This constantly renewing field of particles acts as a force field that grants 25 temporary Hit Points and has fast healing 4. This lasts for 1 round or until the stellarian leaves photon mode. When the stellarian is attuned or fully attuned, the fast healing of his particle field increases to 6. Prerequisite: The stellarian must be at least 14th level to select this stellar revelation.

Personal Orbit: Graviton Revelation (Su): As a move action, the stellarian causes his body to act as a carefully controlled gravity well. Unattended objects of large or less within 5 feet of the stellarian (as well as up to 3 items of large or less stowed on his body) drift toward him and begin gently orbiting his body. The total weight of objects orbiting the stellarian in this way can’t exceed half his astrologian level x 10 in pounds, and the objects don’t provide him cover, concealment, or similar defensive advantages. The stellarian can retrieve any single item currently orbiting him as a swift action. Allies can pick up items orbiting the stellarian as if they were unattended, whereas other creatures must succeed at a Reflex save when attempting to grab one of the items. On a failed save, the action fails and is wasted. When the stellarian is fully attuned, he can give one of his orbiting items to an adjacent creature as a swift action. This effect lasts for a number of rounds equal to his Charisma modifier or until the stellarian leaves graviton mode, whichever occurs first. As a move action, the stellarian can sustain the effect, resetting its duration to its maximum. When the effect ends, all orbiting objects immediately drop to the ground in his space.

Planar Penumbra: Graviton Revelation (Su): The stellarian channel extraplanar energies that emulate a black hole’s crushing, draining power. As a move action, the stellarian causes a weapon he wields to deal ice damage instead of its usual damage type. (This doesn’t change whether the weapon targets touch AC or not). The weapon ignores the ice resistance of chaotic outsiders and good outsiders, and it deals an additional 1d6 damage against such creatures. This effect lasts for 1 round or until the stellarian leaves graviton mode. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Planar Radiance: Photon Revelation (Su): The stellarian has learned to channel extraplanar energies that emulate a star’s roiling warmth and symbolic benevolence. As a move action, the stellarian causes a weapon he wields to deal fire damage instead of its usual damage type. (This doesn’t change whether the weapon targets touch AC or not). The weapon ignores the fire resistance of evil outsiders and lawful outsiders, and it deals an additional 1d6 damage against such creatures. This effect lasts for 1 round or until the stellarian leaves photon mode. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Plasma Sheath: Photon Revelation (Su): As a move action, the stellarian can cause all of his melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s normal AC as normal for the weapon.) This benefit lasts for 1 round or until the stellarian leaves photon mode. When the stellarian is attuned or fully attuned, his attacks with plasma sheath deal additional fire damage equal to half his level.

Reflection: Graviton Revelation (Su): The stellarian can reflect ranged attacks back at his enemies. If the stellarian took the total defense action on his last turn, or if he was fighting defensively, as an immediate action he can redirect a ranged attack that misses him. Select a new target within 30 feet and make a ranged attack roll with a –4 penalty. If his attack hits, the new target is damaged as if it had been the intended target of the original ranged attack. When the stellarian is attuned or fully attuned, the stellarian doesn’t take a –4 penalty to his redirected attack roll. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Shining Posture: Photon Revelation (Su): Impacts cause his shield to flare with painful light. If the stellarian aligns his solar shield against a creature while he is attuned, that creature takes fire damage equal to 1d6 plus his Charisma modifier the first time each round they hit the stellarian with a melee attack. If the stellarian is fully attuned, he adds half his astrologian level to the fire damage dealt. Prerequisites: The stellarian must be at least 6th level and must have a solar shield to select this stellar revelation.

Shining Survival: Photon Revelation (Su): As a full-round action, the stellarian creates a mobile shelter that surrounds him in a 5-foot aura, protecting him within a faint, star-studded bubble of energy. While in the shelter, creatures double the bonus to Fortitude saving throws to resist severe weather granted by the Survival skill, and they gain a +4 circumstance bonus to Survival checks to avoid becoming lost. The shelter does not impede creatures’ movement or attacks. The shelter lasts for 8 hours or until the stellarian either is no longer benefiting from sidereal influence for photon skills or move more than 60 feet in one round. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Singularity Servant: Graviton Revelation (Su): As a standard action while the stellarian is attuned or fully attuned, he conjures a Tiny hovering black hole that attacks any foes he designates. The black hole appears next to a foe the stellarian chooses within 60 feet and makes an attack with a reach of 5 feet. The black hole’s attack bonus equals his astrologian level + his Charisma modifier and targets touch AC. A successful attack deals bludgeoning damage equal to 2d8 + his Charisma modifier. This damage increases by 1d8 for every 2 astrologian levels the stellarian has beyond 12th level (maximum 6d8 at 20th level), and it deals additional damage equal to half his astrologian level if he is fully attuned. The black hole threatens adjacent foes and, although it cannot make attacks of opportunity, the stellarian can spend an immediate action to halt an adjacent creature’s movement as though the black hole had the Stand Still feat. When the stellarian spends a move action to move, the stellarian can also direct the black hole to fly up to 30 feet with perfect maneuverability, though it cannot travel more than 60 feet away from him. Once per round as part of his action to make an attack, the stellarian can command the black hole to also make an attack against his target immediately after his attack. The black hole disappears after 1 minute, once the stellarian is no longer in graviton mode, or once the black hole has made one attack for every 4 astrologian he has, whichever occurs first. Once the stellarian uses this revelation, he cannot do so again until he has rested for 10 minutes. Prerequisite: The stellarian must be at least 12th level to select this stellar revelation.

Solar Fortification: Graviton Revelation (Su): Gravitational anomalies ripple through the stellarian’s solar armor, providing unexpected protection against devastating hits. As long as his solar armor is active, the stellarian gains a 20% chance that a critical hit against him is treated as a normal attack, dealing normal damage. The stellarian rolls this percentage chance before the critical hit damage is rolled. When the stellarian is attuned or fully attuned, the chance that a critical hit against the stellarian is treated as a normal attack increases to 40%. Prerequisites: The stellarian must be at least 14th level and must have a solar armor to select this stellar revelation.

Solar Inferno: Photon Revelation (Su): The stellarian has learned how to create a burst of cosmic energy at the point of his solar manifestation’s impact. As a full-round action while attuned or fully attuned, the stellarian can make an attack with his solar flare, solar shield, or solar weapon against a single target. If the stellarian is able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the target and each creature within 10 feet of it except the stellarian must attempt a Reflex save. A creature that fails its save gains the burning condition. This burning condition deals 2d6 damage (increasing by 1d6 at 14th level and again at 18th level). Prerequisites: The stellarian must be at least 10th level and must have a solar flare, solar shield, or solar weapon to select this stellar revelation.

Solar Summoner: Photon Revelation (Su): As a standard action while the stellarian is attuned or fully attuned, he conjures a Tiny hovering star that attacks foes he designates. The star appears next to a foe the stellarian chooses within 60 feet and makes an attack with a reach of 5 feet. The star’s attack bonus equals his astrologian level + his Charisma modifier and targets touch AC, and it deals fire damage equal to 2d6 + his Charisma modifier. This damage increases by 1d6 for every 2 astrologian levels the stellarian has beyond 12th level (maximum 6d6 at 20th level), and it deals additional damage equal to half his astrologian level if he is fully attuned. The star threatens adjacent foes, and the stellarian can use an immediate action to have the star make an attack of opportunity. When the stellarian spends a move action to move, he can also direct the star to fly up to 30 feet with perfect maneuverability, though it cannot travel more than 60 feet away from him. Once per round as part of his action to make an attack, the stellarian can command the star to also make an attack against his target immediately after his attack. The star disappears after 1 minute, once the stellarian is no longer in photon mode, or once the star has made one attack for every 4 astrologian levels he has, whichever occurs first. Once the stellarian use this revelation, he cannot do so again until he has rested for 10 minutes. Prerequisite: The stellarian must be at least 12th level to select this stellar revelation.

Soul Furnace: Photon Revelation (Su): The stellarian can stoke the internal energy of his entire physiology, allowing him to boost his life processes. As a move action, if the stellarian is suffering from an affliction (a curse, disease, drug or poison), he can immediately attempt an additional saving throw at the affliction’s normal save DC. If the stellarian succeeds at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once the stellarian has used this revelation, he can’t use it again until the next time he rests for 10 minutes. When the stellarian is attuned or fully attuned, he can also use this revelation to end any one of the following conditions he has: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened. Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

Stalwart Shield: Graviton Revelation (Su): His solar shield can imitate the cosmic properties of solar armor, especially when he is properly attuned. As a move action while holding his solar shield, the stellarian can gain resistance 5 to earth, fire, ice, lightning, water, or wind, which increases by another 5 at 20th level. This resistance lasts for 1 round or until the stellarian leaves graviton mode, whichever comes first. While attuned or fully attuned, if the stellarian uses a move action to align his solar shield against a specific target, he increases this resistance by 5 against the abilities and attacks of that target. Prerequisites: The stellarian must be at least 10th level and must have a solar shield to select this stellar revelation.

Stealth Warp: Graviton Revelation (Su): The stellarian can bend light, sound, and even vibrations around his body, making him harder to notice. As a move action, the stellarian can grant himself a +4 bonus to Stealth checks. This lasts for 1 round or until the stellarian leaves graviton mode. When the stellarian is attuned or fully attuned, he can use this revelation to reduce his sensory output so much that he can attempt a Stealth check even when he is directly observed and lack cover or a distraction. The stellarian is not invisible, simply difficult to see clearly, and if a creature was observing him prior to his Stealth check, it remains aware of his location until he successfully reaches cover or concealment. His stealth warp ends if the stellarian makes an attack or causes another creature to attempt a saving throw, or at the beginning of his next turn unless he immediately takes another move action to use this revelation. Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

Stellar Equilibrium: Photon Revelation (Su): The stellarian can draw energy from his connection to the cosmos to regulate his internal temperature and even his physiology. Also, long as his solar armor is active, the stellarian can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves, and he does not need to eat or drink to survive. When the stellarian is attuned or fully attuned, the stellarian ignores the environmental effects of being in a vacuum and receive a +4 bonus to all saving throws against diseases and poisons. Prerequisites: The stellarian must have a solar armor to select this stellar revelation.

Stellar Rush: Photon Revelation (Su): As a standard action, the stellarian can wreathe himself in stellar fire and make a charge. When the stellarian is attuned or fully attuned, he can substitute a bull rush for the melee attack at the end of the charge. If the stellarian attempts this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether he succeeds. This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Striking Spaghettification: Graviton Revelation (Su): The stellarian can stretch his body to impossible distances before snapping back to his original shape, as if he was being stretched at a black hole’s event horizon. While the stellarian is attuned or fully attuned, he gains Lunge as a bonus combat feat. When the stellarian uses Lunge, he can instead increase the reach of his melee attacks by up to 5 feet for every 5 astrologian levels he has. The resulting penalty to his Armor Class instead equals 1 + 1 for every 5 feet by which the stellarian extended his reach. If the stellarian hits a creature while using Lunge, he can pull the rest of his body toward the target, rather than retracting his limbs. This moves the stellarian to a space adjacent to the target that is within his reach and does not provoke attacks of opportunity. Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

Subduing Beams: Photon Revelation (Su): While the sun can sear and burn, it also represents a gentler force of growth and redemption. As a move action, the stellarian can grant a weapon he wields, including his solar weapon, the nonlethal weapon special property by sheathing it in a field of cushioning energy. This lasts for 1 round or until the stellarian leaves photon mode. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Sunbolt: Photon Revelation (Su): As a standard action, the stellarian can fire a bolt of concentrated solar energy at one target within long range (400 feet + 40 feet per astrologian level he has) as a ranged touch attack. If the stellarian hits, he deals 9d6 fire damage. Once the stellarian has used this revelation, he can’t use it again until the next time he has rested for 10 minutes. When the stellarian is attuned or fully attuned, he gains a +2 bonus to his ranged touch attack roll to use this revelation. Prerequisite: The stellarian must be at least 14th level to select this stellar revelation.

Superlative Constellation: Photon Revelation (Su): His mastery of photonic energy has developed to such an extent that it flows from the stellarian in elegant, rapid patterns. Any photon revelation the stellarian has that can be used only once before taking a 10-minute rest can now be used up to three times before taking such a rest. Prerequisite: The stellarian must be at least 16th level to select this stellar revelation.

Superlative Nebula: Graviton Revelation (Su): His mastery of gravity gives the stellarian the ability to flow through combat with ease. Whenever the stellarian uses a graviton revelation as a move action or standard action, he can take an extra 5-foot step as part of the same action. Additionally, when the stellarian takes Hit Point damage, as an immediate action he can use any graviton revelation he has that can be used as a move action. Once the stellarian has used a graviton revelation as an immediate action with this ability, he can’t do so again until he has rested for 10 minutes. Prerequisite: The stellarian must be at least 16th level to select this stellar revelation.

Supernova: Photon Revelation (Su): When the stellarian is fully photon-attuned, as a standard action, the stellarian can deal 1d6 fire damage plus 1d6 additional fire damage per astrologian level to all creatures within 10 feet of the stellarian. A creature that succeeds at a Reflex save takes half damage. At 9th level, the stellarian can increase the radius to 15 feet, and at 17th level, he can increase the radius to 20 feet. After the stellarian uses this revelation, the stellarian immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.

Tenebrous Bulwark: Graviton Revelation (Su): As a move action, the stellarian channels the Negative Energy Plane’s power directly into his solar flare or solar weapon, helping him capture and convert his escaping life energy into deadly force. As an immediate action when the stellarian takes damage that causes him to lose at least 2 Hit Points, the next successful attack he makes with his solar flare or solar weapon before the end of his next turn deals additional ice damage equal to half the number of Hit Points he losts. Undead creatures are immune to this additional ice damage. Prerequisites: The stellarian must be at least 14th level and must have a solar flare or solar weapon to select this stellar revelation.

Tidal Surge: Graviton Revelation (Su): The stellarian rapidly inverts and reasserts gravity to somersault over obstacles and move in baffling ways. As a move action, the stellarian moves up to half his land speed, ignoring difficult terrain. If the stellarian uses Acrobatics to jump during this movement, he does so as if he had taken a 10-foot running start (even if he didn’t), and he gains a +4 bonus to the check. Until the end of his turn, the stellarian counts as being in both his original position and his position at the end of his movement to determine flanking, allowing him to potentially gain the benefits of flanking when he faces an enemy by himself. The stellarian can’t use tidal surge and stellar rush in the same turn. When the stellarian is attuned or fully attuned, he can either move up to his full land speed or choose one opponent he can see when he uses this revelation. If the stellarian chooses an opponent, his movement doesn’t provoke an attack of opportunity from that opponent. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Two-Horizon Strike: Photon Revelation (Su): His weapon’s momentum carries the stellarian from one end of a battlefield to the other, striking many targets in a single swing. The stellarian gains Cleave as a bonus combat feat, or Great Cleave if he already has Cleave. While attuned or fully attuned, when he uses the Cleave feat and hits a foe, the stellarian can take an extra 5-foot step before making any additional attack granted by the Cleave or Great Cleave feat. Each attack’s target must be adjacent to the previous target the stellarian hits. Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

Ultimate Graviton: Graviton Revelation (Su): As his ability to manipulate powers of gravity expands, the range of any graviton revelation (but not zenith revelation) the stellarian has with a range doubles. Any graviton revelation (but not zenith revelation) the stellarian has that targets a single creature can now simultaneously target two creatures, who must be within 20 feet of each other. The stellarian also increase the power of any of the following gravity revelations he has. Prerequisite: The stellarian must be at least 16th level to select this stellar revelation.

  • Barrier Occultation: Rather than dazzle an attacker, the stellarian can cause the attacker to treat other creatures as having concealment (20% miss chance) until the end of their next turn (Reflex negates).
  • Crushing Force: Sunder combat maneuvers the stellarian performs with the affected weapon gain a +2 bonus to his attack roll.
  • Defy Gravity: His fly speed increases by 20 feet.
  • Draining Agony: Until the end of his next turn, the creature damaged by this revelation takes additional damage from the stellarian’s attacks equal to his Charisma modifier.
  • Gravity Anchor: As a move action, the stellarian can gain both types of gravity anchor simultaneously.
  • Gravity Boost: His bonus applies to all Acrobatics checks, and the stellarian takes no damage from any fall.
  • Gravity Pulse: Increase the distance this revelation’s gravitation effect can move a target by 5 feet.
  • Gravity Well: The area of difficult terrain created by this revelation increases to 15 feet for 1 round, after which it’s reduced to 10 feet for the remainder of the effect.
  • Implosion Shock: The stellarian gains a +1 bonus to his AC until the beginning of his next turn.
  • Reflection: If the stellarian successfully redirects an attack as an immediate action, he can continue to reflect additional attacks until the beginning of his next turn. The stellarian has a cumulative –2 penalty to his redirect attack roll on each reflection attempt after the first. If any reflected attack misses, the stellarian can’t make further redirect attempts until he uses this revelation again.
  • Rugged Field: While in the selected conditions, the stellarian can move through 5 feet of difficult terrain each round as though it were normal terrain.
  • Singularity Servant: When the stellarian uses the black hole zenith revelation, he can center its effect on his singularity servant rather than himself.
  • Stalwart Shield: Adjacent allies also gain the resistance to earth, fire, ice, lightning, water, or wind provided by this revelation.
  • Striking Spaghettification: Reduce the AC penalty when using Lunge by 1.

Ultimate Photon: Photon Revelation (Su): The stellarian’s ability to manipulate powers of light and energy expand greatly. The radius of any photon revelation (but not zenith revelation) the stellarian has with a radius expands by 10 feet. Any photon revelation (but not zenith revelation) that lasts for 1 round or until the stellarian leaves photon mode now lasts for 1d4 rounds if he is not in photon mode. The stellarian also increases the power of any of the following photon revelations he has. Prerequisite: The stellarian must be at least 16th level to select this stellar revelation.

  • Agile Ingress: The fire damage dealt increases to 5d6, increasing to 6d6 at 20th level.
  • Astrologic Sense: The stellarian can see twice as far into the future as normal.
  • Awakened Flames: When rolling damage for this revelation’s burning condition, the stellarian treats any damage die with a result of 1 as though it were a 6.
  • Back Blast: Creatures that fail their Reflex save against this revelation are also buffeted by the winds, becoming flat-footed until the end of his next turn.
  • Curving Flare: The second ranged attack made with this revelation is made at only a –3 penalty (or –1 if the stellarian is attuned or fully attuned).
  • Distant Burst: The revelation’s range increases to 30 feet, or 60 feet when the stellarian is attuned or fully attuned.
  • Explosive Meditation: Increase the revelation’s duration by 1d4 rounds.
  • Glow of Life: The stellarian can use this revelation as a swift action, rather than a move action.
  • Hypnotic Glow: The charm’s duration doubles.
  • Metastar Conduit: The stellarian can expend one attunement point to gain a +2 enhancement bonus to the dispel check he can make while using this revelation.
  • Overwhelming Brilliance: The amount of fire resistance the revelation ignores and the amount of damage reduction the revelation grants both increase by 5.
  • Shining Posture: Fire damage dealt by this revelation ignores an amount of fire resistance equal to his Charisma modifier.
  • Solar Inferno: Increase the damage dealt by this revelation’s burning condition by an amount equal to his Charisma modifier.
  • Solar Summoner: When the stellarian uses the supernova zenith revelation, he can center its effect on his summoned sun rather than himself.
  • Stellar Rush: The stellarian gains a +2 bonus to his AC until the beginning of his next turn.
  • Two-Horizon Strike: The stellarian ignores difficult terrain while using this revelation.
  • Vital Reinforcement: The first time the affected ally regains Hit Points before the end of his next turn after using this revelation, increase the Hit Points regained by half his astrologian level.

Ultraviolet Pulse: Photon Revelation (Su): The stellarian can debilitate his opponents’ defenses with ultraviolet light. As a standard action, the stellarian can focus ultraviolet light on a creature he can see within 60 feet. That creature takes a –1 penalty to all saving throws for 1 round, or until the stellarian leaves photon mode. If the stellarian is attuned or fully attuned, all creatures within 10 feet of the target take a –1 penalty to all saving throws for as long as the target is affected by this stellar revelation. If the stellarian would become unattuned from using a zenith revelation, the penalty remains until after the zenith revelation is resolved.

Unpredictable Gravity: Graviton Revelation (Su): As a standard action, the stellarian distorts the kinesthesia of a target creature within 30 feet. Until the end of his next turn, the first time the creature moves from its space, it gains the flat-footed condition and treats the first square it enters as difficult terrain each time it uses a move action (Fortitude negates all of these effects). At the end of each of its turns, the target can attempt another Fortitude save, ending the revelation’s ongoing effects. If the stellarian is attuned or fully attuned when he scores a critical hit against a creature, he can attempt to use this revelation as a swift action against that creature rather than as a standard action until the end of his next turn. Once the stellarian has targeted a creature with this revelation, it becomes immune to his unpredictable gravity for 24 hours.

Visionary View: Photon Revelation (Su): The stellarian is only in the dark when the stellarian decides to be. As a full-round action, the stellarian gains low-light vision and darkvision 60 feet, which last for 10 minutes. The effect ends prematurely after a number of rounds equal to his Charisma modifier in which the stellarian is neither using sidereal influence with photon skills nor have at least 1 attunement point in photon mode. At 10th level, the darkvision granted by this revelation also allows the stellarian to see in magical darkness as if it were normal darkness.

Vital Reinforcement: Photon Revelation (Su): The stellarian has learned how to use photonic power to bolster his allies in the face of danger. As an immediate action while the stellarian is attuned or fully attuned, when an ally other than himself within 30 feet of him takes damage, he can reduce the damage taken by his astrologian level (minimum 0 damage). Once the stellarian use this revelation, he can’t use it again until the next time he rests for 10 minutes. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Vivacious Nimbus: Photon Revelation (Su): As a standard action while shedding normal or bright light with his flare revelation, the stellarian can infuse the light with the Positive Energy Plane’s life-giving influence, granting creatures in the illuminated area the effects of the death ward spell. This additional effect lasts for 1 round or until the stellarian leaves photon mode, whichever happens first, though he can maintain this effect as a standard action each round (or as a move action if he is fully attuned). When the stellarian blinds an undead creature with his flare revelation flash of brilliant light, the target also takes non-elemental damage equal to his astrologian level. Prerequisites: The stellarian must be at least 10th level and must have the flare stellar revelation to select this stellar revelation.

Warp Perception: Graviton Revelation (Su): The stellarian bends light and minds alike to see what he wants them to see. When the stellarian finishes meditating to activate his sidereal influence for graviton skills, the stellarian can simultaneously attempt a Disguise check to change his appearance without using an action. Reduce the check’s DC modifier based on the features modified by an amount equal to half his level (to a minimum of +0). The disguise lasts for up to 12 hours. However, this effect ends prematurely after a number of rounds equal to his Charisma modifier in which the stellarian is neither using sidereal influence with graviton skills nor have at least 1 attunement point in graviton mode. Prerequisites: The stellarian must be at least 6th level and must have selected Disguise as a one of his sidereal influence skills to select this stellar revelation.

Weapon Orbit: Graviton Revelation (Su): As a standard action, the stellarian makes a ranged attack with a melee weapon he is wielding against a target within 30 feet. If the stellarian hits, he adds his Charisma modifier to the weapon’s damage instead of adding his Strength modifier. At the end of his turn, the weapon returns to his hand unless the stellarian doesn’t have a free hand, in which case the weapon lands in his square. If attuned or fully attuned, the stellarian can use this ability to perform a full attack with the melee weapon at range, but each attack must be made against a different target within range. Prerequisite: The stellarian must be at least 6th level to select this stellar revelation.

Weighty Influence: Graviton Revelation (Su): The stellarian’s influence over gravity and attraction is more adept than most. When the stellarian is using sidereal influence with graviton skills, he rolls 1d8 and adds the result as an insight bonus to his check, rather than rolling 1d6. In addition, the stellarian chooses one additional skill from the graviton skill list that he can modify using his sidereal influence ability. Prerequisite: The stellarian must be at least 10th level to select this stellar revelation.

This ability replaces prescience, astrology secrets, and advanced astrology secrets.

Attunement Surge (Su)

At 3rd level, when the stellarian has made significant progress attuning himself to his stellar mode, he can sacrifice that greater attunement in exchange for momentary benefits.

While the stellarian has 2 attunement points in a stellar mode, he can expend 2 attunement points on his turn without spending an action to gain two effects until the beginning of his next turn. First, the stellarian gains benefits from that mode’s stellar revelations as though he was fully attuned, rather than attuned. Second, the stellarian gains a benefit based on which mode he is attuned to.

  • Energy: The stellarian temporarily gains the Nimble Moves
  • Graviton: His insight bonus to Reflex saves applies to all his saving throws.
  • Photon: The first time the stellarians deals damage to a creature, he can increase his insight bonus to damage from photon mode to 1d4, plus 1d4 for every 6 astrologian levels he has. If his attack or effect damages multiple creatures, the stellarian applies this additional damage to only one target of his choice; the rest take the default photon mode damage (+1 insight bonus damage). At 12th level, the stellarian can apply this higher damage to up to two targets of his choice.
  • Resistance: In addition to granting the stellarian DR, resistance mode also grants him resistance 1 to earth, fire, ice, lightning, water, or wind damage. This increases by 1 for every 6 astrologian levels the stellarian has. This elemental resistance stacks with one other source of elemental resistance the stellarian has.

This ability replaces lightspeed, essential dignity, and synastry.

Combat Meditation (Su)

At 5th level, as a full-round action, the stellarian can concentrate and channel the cosmos to gather power more quickly. He attempts a DC 20 Charisma check. The stellarian gains 1 attunement point for his current stellar mode if he fails the check, or 2 points if he succeeds. This cannot increase his attunement points above 3. Once the stellarian use this ability, he cannot do so again until he has rested for 10 minutes.

At 15th level, the stellarian can use combat meditation as a standard action.

This ability replaces clear mind.

Sidereal Influence (Su)

The stellarian can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect his skill use. At 5th level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 17th level, choose two more skills. Each time the stellarian picks skills, choose one from the graviton list and one from the photon list.

To use his sidereal influence, the stellarian must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of his selected skills of the chosen type (either graviton or photon), the stellarian can roll 1d6 and add the result as an insight bonus to his check. This ability lasts until the stellarian enters combat, fall unconscious, sleep, or meditate again to choose a different skill type. The stellarian can reactivate this ability by meditating again for 1 minute.

  • Graviton Skills: Bluff (Cha), Disguise (Cha), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex)
  • Photon Skills: Appraise (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Survival (Wis)

This ability replaces the heavenly paths and neutral sect.

Aftershock (Su)

At 7th level, the stellarian’s most powerful revelations briefly warp reality around him, granting him a momentary advantage before the cosmos restores equilibrium. When the stellarian uses a zenith revelation (including the black hole or supernova revelations), the stellarian gains a special benefit until the end of his next turn. This benefit changes based on the mode that is associated with that zenith revelation (see below).

  • Graviton: The stellarian chooses to either gain a +1 bonus to AC or calculate his AC using his Charisma modifier instead of his Dexterity modifier.
  • Photon: The stellarian can calculates his attack and damage modifiers using his Charisma modifier instead of his Strength or Dexterity modifier. Alternatively, the next successful attack the stellarian makes before the end of his next turn gains a damage bonus equal to his Charisma modifier.

This ability replaces astral guidance.

Zenith Revelations (Su)

At 8th level and again at 17th level, the stellarian gain two powerful stellar revelations. Choose two revelations from the zenith revelations list: one graviton revelation and one photon revelation. Zenith revelations are powerful stellar revelations that require the stellarian to be fully attuned in a stellar mode. After using a zenith revelation, his stellar mode immediately becomes unattuned.

All Shall Kneel: Graviton Revelation (Su): Exerting his will upon the universe, the stellarian generates an aura that brings his foes to their knees (or similar joints). When the stellarian is fully graviton-attuned, as a move action, he can generate a 20-foot-radius aura of submission. An enemy that ends its turn within the aura must attempt a Fortitude save. On a failure, that creature gains the exhausted condition until the end of its next turn. At 17th level, a creature that fails the save instead gains the pinned condition until the end of its next turn. This aura lasts for 1 round plus 1 round for every 4 astrologian levels the stellarian has, or until he becomes photon-attuned.

Constellation Blast: Photon Revelation (Su): When the stellarian is fully photon-attuned, as a standard action, he can create a momentary chain of bursting energy that burns through the terrain. When the stellarian uses this ability, he creates three 10-foot-radius bursts within 60 feet of himself, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. The stellarian deals 5d6 fire damage, plus 1d6 for every 2 astrologian levels he has beyond 9th, to each creature in each radius. An affected creature can attempt a Reflex save to take half damage. At 17th level, the stellarian can create three, four, or five bursts when using this ability.

Dark Matter Cluster: Graviton Revelation (Su): His understanding of the secrets of dark matter enables the stellarian to generate the mysterious substance. When the stellarian is fully graviton-attuned, the stellarian can take a standard action to create regions of darkness. The stellarian can fill one 5-foot square with darkness for each astrologian level the stellarian has. This effect lasts 1 round per astrologian level; the stellarian can take a swift action to end the effect. The darkness must be continuous and unbroken when formed, and the dark matter can’t be moved. The darkness blocks all sight, even darkvision, but the stellarian can see through it.

Fear Horizon: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, he can leverage cosmic gravity as a standard action to drain enemies’ hope. All enemies in a 30-foot emanation with a CR equal to or less than his astrologian level become frightened for 1 minute (Will negates). At the end of each of its turns, an affected creature can attempt a new saving throw to end the effect prematurely. This is a mind-affecting fear effect.

Gravitic Calling: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, he can call creatures of intense gravity to fight for him as a standard action. This functions as summon creature with a spell level equal to one-third his astrologian level. The stellarian selects which four creatures he can summon each time he gains an astrologian level, and they must all be shadow creatures. Creatures the stellarian summon with this ability gain the Coordinated Shot teamwork feat.

Gravity Crusher: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, he can release a wave of crushing gravitational power as a standard action. This revelation affects creatures in a 30-foot cone. Each affected creature takes 1d6 bludgeoning damage for every 2 astrologian levels the stellarian has and is knocked prone. A successful Fortitude save halves the damage and negates the knockdown effect. In addition, ground in the affected area becomes difficult terrain. At 17th level, a creature that fails the save also becomes exhausted.

Miniature Star: Photon Revelation (Su): When the stellarian is fully photon-attuned, he can create a simulacrum of a star as a standard action. The star is a 10-foot-radius sphere that fills his square (or one square of his space, if the stellarian is larger than Medium) and all squares within 5 feet of that space. Any creature that starts its turn in the same space as the star takes 1d6 fire damage for every 2 astrologian levels the stellarian has, and any creature that starts its turn outside the star but within 5 feet of it takes half that damage. At 17th level, the stellarian can create his star simulacrum as a 15-foot-radius sphere that affects his square and all squares within 10 feet of that space (a total of 21 squares). Creatures can move through the star, but it exerts a gravitational pull, and any creature inside it or within 5 feet of it must spend twice as much movement for each square of movement that takes it away from the center of the star. The star remains for 1d4+1 rounds, and stays in place even if the stellarian later moves. The stellarian is immune to all effects of his own miniature star.

Nebula Storm: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, as a standard action, he can create areas of cosmic energy that make it difficult to maneuver. When the stellarian uses this ability, he creates three 10-foot-radius bursts within 60 feet of himself, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. These areas become difficult terrain for a number of rounds equal to his astrologian level, and any creature that starts their turn within this difficult terrain takes 3d6 bludgeoning damage, plus 1d6 for every 3 astrologian levels the stellarian has beyond 8th. An affected creature can attempt a Fortitude save to take half damage. At 17th level, the stellarian can create three, four, or five bursts when using this ability.

Particle Wave: Photon Revelation (Su): When the stellarian is fully photon-attuned, he can dissolve into a Large cloud composed of thousands of flaming pinpoints of brilliance as a standard action. While in this form, the stellarian gains a swarm attack that deals 4d6 fire damage, swarm defenses, swarm immunities, and a fly speed equal to his land speed. The stellarian lose all normal modes of attack and movement, all abilities that depend on his physical form, and any bonus to his AC granted by his armor. The stellarian can maintain this form for a number of rounds equal to his astrologian level. Returning to his normal form before the duration expires requires a standard action. The damage of his swarm attack increases by 1d6 for every 3 astrologian levels the stellarian has beyond 8th. At 17th level, targets damaged by his swarm attack must succeed at a Reflex saving throw or be blinded for 1 round.

Quantum Entrapment: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, he can pull a creature outside the normal confines of space and time. To use this ability, the stellarian must succeed at a melee touch attack against a target creature. If the stellarian hits the target, it must succeed at a Will saving throw or be shunted out of reality for 1d4 rounds. The creature is in an extradimensional space that causes it no harm, but it effectively ceases to exist and it cannot be located or contacted by any mundane or magical means. When the duration expires, the creature reappears in the space it last occupied, or in the closest unoccupied space if its original space is now occupied. To the target creature, it seems as if no time has passed during its absence, and it returns exactly in the state it was when it disappeared, including having the same duration remaining on any spells or effects that were affecting it at the time of its departure. At 17th level, the stellarian can use an immediate action when he hits a creature with this ability to increase its duration to a number of rounds equal to half his astrologian level.

Ray of Light: Photon Revelation (Su): When the stellarian is fully photon-attuned, as a move action, he can transform himself into a ray of light and move at light speed to any space he can see within long range. Any barrier that would block, reflect, or scatter light prevents the stellarian from moving through it. No creature can use an immediate action to interfere with his movement or make attacks of opportunity against the stellarian unless it’s capable of reacting faster than the speed of light. At 17th level, the stellarian can touch one willing or unconscious creature to convert it to light and bring it with him as part of the same action.

Solar Acceleration: Photon Revelation (Su): When the stellarian is fully photon-attuned, he can make a full attack as a standard action. In addition, the stellarian and up to six allies within 30 feet are affected by haste for 1 minute after he uses this revelation. At 17th level, the extra speed from the haste effect increases to 60 feet (to a maximum of three times the creature’s normal speed).

Solar Incursion: Photon Revelation (Su): When the stellarian is fully photon-attuned, he can invite creatures of fiery power to fight for the stellarian as a standard action. This functions as summon creature with a spell level equal to one-third his astrologian level. The stellarian select which four creatures he can summon each time he gains an astrologian level, and they must all be fire creatures.

Starquake: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, he can create a violent ripple of movement to knock down his foes. As a move action, the stellarian can move up to his speed along the ground without provoking attacks of opportunity. Each creature the stellarian is adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked prone. The affected creatures don’t need to be standing on solid ground to fall prone, and any that were in the air (but still adjacent to the stellarian) fall to the ground on a failed save. The damage increases by 1d8 for every 3 astrologian levels the stellarian has beyond 8th. At 17th level, the stellarian can move up to twice his speed along the ground with this revelation.

Stellar Rebirth: Photon Revelation (Su): As a standard action when the stellarian is fully photon-attuned, he can heal a creature he touches that has been dead for no more than 2 rounds. The creature is restored to life with 1 Hit Point and has 1 negative level for 24 hours. This ability has no effect on creatures slain by death effects, creatures turned into undead, or creatures whose bodies were significantly mutilated.

Time Dilation: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, he can make time pass more slowly for his enemies. As a standard action, the stellarian can project a gravitational wave in a 30-foot cone. The stellarian chooses which creatures in the cone are affected and which ones aren’t. Each target must succeed at a Fortitude save or by affected by slow status effect for a number of rounds equal to his astrologian level. At 17th level, even targets that succeed at their saving throws are affected by slow for 1 round.

Wormholes: Graviton Revelation (Su): When the stellarian is fully graviton-attuned, he can create two linked wormholes as a standard action. One wormhole must be adjacent to the stellarian, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per astrologian level). Each wormhole is 5 feet across and appears at an intersection between two squares. The stellarian and any Large or smaller creatures he mentally designates (he can designate “all creatures,” “all mithras,” or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole’s intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 astrologian levels the stellarian has. At 17th level, the stellarian can create three wormholes using this ability, and upon entering the wormhole, a creature can decide which of the other two wormholes to exit.

These abilities replace sect powers.

Stellar Paragon (Su)

At 13th level, the stellarian is the spiritual kin of the stars themselves. As a move action, he can raise or lower light levels within 30 feet of himself by one step. When the stellarian enters a stellar mode, he gains 2 attunement points of the corresponding type immediately and are considered attuned, and when he keeps his current stellar mode at the start of his turn, he can gain 2 attunement points instead of 1, allowing him to become fully attuned after 2 rounds.

In addition, once per day, as a free action, the stellarian can gain enough attunement points to be fully attuned on the first round of combat (but not after using a zenith revelation), or at the start of his turn in combat to exchange all of his attunement points in one stellar mode for an equal number of attunement points in the other mode. For example, the stellarian can switch from being fully attuned in graviton mode to being fully attuned in photon mode.

This ability replaces far seer and read the stars.

Destiny Realized (Su)

At 19th level, any critical threats made against the stellarian only confirms 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.