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1132357-Solarian v1.1.1
1132357-Solarian v1.1.1
The Solarian
By Jackson Walsh
Solarian
You follow the ebb and flow of the cosmos, manifesting the incredible energy of the sea of stars through
martial forms. While this discipline is not native to the world of Golarion, through means unknown, its secrets
have been revealed to you.
Initial Proficiencies
Key Ability Hit Points At 1st level, you gain the listed
STRENGTH OR DEXTERITY 10 PLUS YOUR CONSTITUTION MODIFIER proficiency ranks in the following
At 1st level, your class gives you an You increase your maximum number of statistics. You are untrained in
anything not listed unless you gain a
ability boost to your choice of Strength HP by this number at 1st level and every
better proficiency rank in some other
or Dexterity. level thereafter. way.
1
TABLE 1-1: SOLARIAN ADVANCEMENT Stellar Mode
Your Class Features
Level The forces of the cosmos you channel manifests itself in
Ancestry and background, initial proficiencies, stellar mode, two equal but opposite forms. One is the creation and
1 attunement bonus (+1), revelation cantrips, solar output of energy, while the other consumes all the
manifestation, solarian feat
2 Skill feat, solarian feat
energy within reach. As the stars undergo these cycles of
creation and destruction, so too must you balance these
3 General feat, skill increase, lightning reflexes, attunement
bonus (+2), speed of starlight (+10) forces within yourself. You gain the Stellar Mode action.
4 Skill feat, solarian feat
5 Ability boosts, ancestry feat, skill increase, solarian weapon
expertise, attunement bonus (+3)
STELLAR MODE
6 Skill feat, solarian feat
ATTUNING CONCENTRATE SOLARIAN STANCE
7 General feat, skill increase, aphelion manifestation, weapon
expertise, attunement bonus (+4), speed of starlight (+15) When you activate this Stance while it is not already
8 Skill feat, solarian feat
active, select either Photon or Graviton Mode. Until you
9 Ancestry feat, skill increase, resolve, solarian expertise, change Attunement or the Stance ends, you gain the
attunement bonus (+5)
10 Ability boosts, skill feat, solarian feat benefits corresponding to that Mode. Your Attunement is
General feat, skill increase, medium armor expertise, considered Uncharged.
11 vigilant senses, stellar initiative, attunement bonus (+6),
speed of starlight (+20)
12 Skill feat, solarian feat Photon Mode Your Strikes gain a bonus to damage equal
to your Attunement Bonus. You may only cast
13 Ancestry feat, skill increase, weapon mastery, perihelion
manifestation, attunement bonus (+7) Revelation Spells with the Photon Trait while in this
14 Skill feat, solarian feat
Mode.
Ability boosts, general feat, skill increase, greater weapon
15 specialization, juggernaut, attunement bonus (+8), speed Graviton Mode You gain resistance to all damage equal to
of starlight (+25)
your Attunement Bonus. You may only cast Revelation
16 Skill feat, solarian feat
Spells with the Graviton Trait while in this Mode.
17 Ancestry feat, skill increase, medium armor mastery,
solarian mastery, attunement bonus (+9)
18 Skill feat, solarian feat When you use this Action while your Attunement is
Uncharged, your Attunement instead becomes Charged.
19 General feat, skill increase, incredible senses, zenith
initiative, attunement bonus (+10), speed of starlight (+30)
When you use this Action while your Attunement is
20 Ability boosts, skill feat, solarian feat
Charged, it instead becomes Supercharged. While
Supercharged, your Attunement Bonus is doubled, you
Class Features
gain a +5 Status bonus to your Speed, and you gain
access to powerful Zenith Revelation Cantrips. After you
You gain these abilities as a Solarian. Abilities gained at cast a Zenith Revelation Cantrip, you change to the
higher levels list the level at which you gain them next to opposite Mode and your Attunement becomes
the features’ names. Uncharged.
While not in this stance, you are considered Unattuned
Ancestry and Background for the purpose of other features.
In addition to the abilities provided by your class at 1st
level, you have the benefits of your selected ancestry
and background, as described in Chapter 2.
Attunement Bonus
Your Attunement Bonus at 1st level is equal to +1 and
increases by an additional +1 at 3rd level and every two
Initial Proficiencies levels thereafter.
At 1st level, you gain a number of proficiencies that
represent your basic training. These proficiencies are
noted at the start of this class.
2
Revelation Cantrips Wisdom? What happened to Charisma?
By channeling the power of the cosmos, you gain access While the Solarian uses Charisma for its magical
to special primal cantrips called revelation cantrips abilities in Starfinder, Wisdom is a significantly better
which are a type of focus cantrip. Each revelation cantrip fit for the flavor presented here and is more beneficial
has either the Photon trait or the Graviton trait. While to the class's mechanics overall. If you wish to use
you may cast revelation cantrips with either trait while Charisma instead, you are free to do so.
outside of Stellar Mode, in Stellar Mode you may only
cast spells with the trait corresponding to your current Solar Weapon
Stellar Mode.
The most traditional form of Solar Manifestation is that
In addition, there exist zenith revelation cantrips
of a Solar Weapon. You gain the Titan Wrestler skill feat
which can only be cast while your Attunement is
(Core Rulebook pg. 268). Choose a single melee weapon
Supercharged. These are denoted by the Zenith trait.
which you are proficient in. Your Solar Weapon manifests
Certain revelation cantrips don’t have the Zenith trait by
as that weapon, save that it is composed of stellar
default, but can gain the Zenith trait via other means.
energy, and it gains an additional Grapple, Shove, or Trip
You start with the Essence of the Supernova and Essence
trait. You may attach weapon runes to your Solar Weapon
of the Black Hole Revelation Cantrips. You are trained in
as normal. In addition, you gain the Attuning Maneuver
primal spell attacks and primal spell DCs. Your
action.
spellcasting ability is Wisdom.
ATTUNING MANEUVER
Solar Manifestation ATTUNING SOLARIAN
While all Solarians have a Mote, a small bundle of stellar Requirements Your solar weapon is manifested
energies compressed to the tiniest of specks, not every You strengthen your connection with the cosmos with an
Solarian manifests their Mote in the same way. Your aggressive technique. Use the Stellar Mode action, then
mote takes the form of a tiny orb of energy which glows the Grapple, Shove, or Trip action.
brightly, shedding bright light within a 20 feet radius and
dim light a further 20 feet outwards. The color and
appearance of this Mote is unique to each Solarian, but Solar Shield
regardless of color, can be extinguished or reignited as a The favorite of monastery guardians, this Solar
single action with the Concentrate trait. More Manifestation takes the form of a brilliant shield. You
importantly is how each Solarian manifests their Mote gain the Shield Block general feat (Core Rulebook pg.
into its true form: A Solar Manifestation. 266). Your Solar Shield typically has the statistics of a
You may transform your Mote into your Solar steel shield, but during your delay preparations, you may
Manifestation or vice versa as a single action with the absorb a shield item into your Solar Shield. If you do,
Concentrate trait. Should your Solar Manifestation be your Solar Shield gains the statistics and abilities of that
removed from your person, such as when subject to the shield. In addition, you gain the Attuning Guard action.
critical success effect of the Disarm action, it instead
transforms back into a Mote. Your Solar Manifestation ATTUNING GUARD
cannot be destroyed, but should it receive the broken ATTUNING SOLARIAN
condition, it transforms back into a Mote and cannot be
Requirements Your solar shield is manifested
manifested for another 10 minutes. Afterwards, its Hit
Points are fully restored and you may manifest it again. You strengthen your connection with the cosmos with a
At 1st level, you may choose from the following Solar defensive technique. Use the Stellar Mode action, then
Manifestations: Raise a Shield.
"Looking at him, it was like staring into the sun for too long; the image sears itself into your eyes. That sword
of sunlight was all that stood between me and certain death."
- Uhuru Safaar, Kibwe merchant
3
Solar Flare
This Solar Manifestation takes many forms: a third eye, a
Stellar Mode and Attunement
circlet of starlight, or a magic tattoo, but all of them
The Solarian is a rather complex class that combines both
deadly ranged attacks. You gain the Fleet general feat
old and new mechanics. The following traits and terms are
(Core Rulebook pg. 261). Your Solar Flare is an unarmed essential to understanding the class.
attack in the brawling group deals 1d6 bludgeoning Stance: A stance is a general combat strategy that
damage, has a range increment of 60 feet, and has the changes a character's fighting style. You can only be in a
agile and unarmed traits. In addition, you gain Attuning single stance at a time, and you cannot use more than
Movement action. one action with the Stance trait in a single turn.
Stellar Mode: The defining stance of the Solarian, this
ATTUNING MOVEMENT stance has two halves with distinct benefits. Photon Mode
ATTUNING SOLARIAN boosts your offense and lets you use abilities with the
Requirements Your solar flare is manifested Photon trait. Graviton Mode boosts you defense and lets
you use abilities with the Graviton trait.
You strengthen your connection with the cosmos with a
Attunement: Attunement is a measure of the stellar
tactical repositioning. Use the Stellar Mode action, then
power you have accumulated while in Stellar Mode. While
Step or Stride. Uncharged and Charged Attunements confer no special
benefits, Supercharged Attunement increases the
bonuses you gain from Stellar Mode and lets you cast
Solarian Feats powerful zenith revelation cantrips.
At 1st level and every even-numbered level, you gain a Attuning: This trait refers to actions that either activate
Stellar Mode or increase your Attunement. This trait does
Solarian class feat.
nothing on its own.
Zenith: This trait marks a revelation cantrip as a zenith
Skill Feats 2nd revelation cantrip. You cannot cast a spell with the zenith
trait unless your Attunement is Supercharged.
At 2nd level and every 2 levels thereafter, you gain a skill
feat. You must be trained or better in the corresponding
skill to select a skill feat.
Speed of Starlight 3rd
General Feats 3rd Your synchronicity with the cosmos enhances you with
incredible vigor. Your status bonus to Speed while your
At 3rd level and every 4 levels thereafter, you gain a Attunement is Supercharged increases to +10; this
general feat. bonus increases by 5 feet at 7th, 11th, 15th, and 19th
levels. In addition, while you are in Stellar Mode but your
Lightning Reflexes 3rd Attunement is not Supercharged, you still get half this
status bonus to your Speed, rounded down to the
You can feel the subtle movements of energy in your
nearest 5-foot increment.
surroundings. Your proficiency rank for Reflex saves
increases to expert.
Ability Boosts 5th
Skill Increases 3rd At 5th level and every 5 levels thereafter, you boost four
different ability scores. You can use these ability boosts
At 3rd level and every 2 levels thereafter, you gain a skill
to increase your ability scores above 18. Boosting an
increase. You can use this increase to either become
ability score increases it by 1 if it’s already 18 or above,
trained in one skill, or become an expert in one skill in
or by 2 if it starts out below 18.
which you’re already trained.
At 7th level, you can use skill increases to become a
master in a skill in which you’re already an expert, and at
15th level, you can use them to become legendary in a
skill in which you’re already a master.
4
Ancestry Feats 5th Medium Armor Expertise 11th
In addition to the ancestry feat you started with, you You've learned to defend yourself better against
gain an ancestry feat at 5th level and every 4 levels incoming attacks. Your proficiency ranks for light armor,
thereafter. The list of ancestry feats available to you can medium armor, and unarmored defense increase to
be found in your ancestry’s entry in Chapter 2. expert.
5
Greater Weapon Specialization 15th Solarian Feats
Your damage from weapon specialization increases to 4 At every level that you gain a Solarian feat, you can
with weapons and unarmed attacks in which you’re an select one of the following feats. You must satisfy any
expert, 6 if you’re a master, and 8 if you’re legendary. prerequisites before selecting the feat.
1st Level
Juggernaut 15th
Your body is accustomed to physical hardship and REVELATION TRICKS FEAT 1
resistant to a wide range of ailments. Your proficiency SOLARIAN
rank for Fortitude saves increases to master. When you Prerequisites Revelation cantrips
roll a success on a Fortitude save, you get a critical You gain several magical tricks whose utility is not quite
success instead.
apparent at first. You gain the Dancing Lights, Guidance,
Light, and Know Direction spells as revelation cantrips.
Medium Armor Mastery 17th These spells gain both the Graviton and Photon traits,
Your skill with armor improves, increasing your ability to allowing you to use them in either Mode.
prevent blows. Your proficiency ranks for light armor,
medium armor, and unarmored defense increase to
master. SOLAR FAMILIAR FEAT 1
SOLARIAN
Solarian Mastery 17th Your Mote not only transforms into your Solar
Manifestation, but also gains a consciousness of its
Your attunement to the cosmos has reached its peak.
Your proficiency ranks for your Solarian class DC and for own. You gain a familiar. Since it is the projected
primal spell attack rolls and spell DCs increase to consciousness of your Mote, it also sheds light like your
master. Mote in addition to its other abilities.
"Not sure how the guards managed to miss that weapon of hers. The way it glowed, it shouldn't have made
an inch past security. Luckily, she didn't see me, or maybe she didn't care. Probably the latter, now that I think
about it."
- Tobias Marshall, prison warden
6
Solarian Feats
TWIN SOLAR WEAPON FEAT 1
Feat Level
SOLARIAN
Adapt Attunement 2
Prerequisites Solar Weapon manifestation Ageless Form 14
Instead of only having one Solar Weapon, you instead have two. When you Armored Revelations 8
manifest your Solar Weapon, you may manifest either Solar Weapon or both Burning Solar Flare 16
Confounding Revelations 12
Solar Weapons provided you are able to wield both. You can change which
Desperate Attunement 8
Solar Weapon you have manifested at a given time as a single action with the
Embodiment Revelations 18
Concentrate trait.
Empowered Sheathe 10
Both weapons share the same fundamental and property runes, and the Empowering Revelations 2
additional traits from your Solar Weapon features apply to both weapons. Energy Sheathe 2
Enhanced Solar Familiar 2
Focused Attunement 18
2nd Level Glow of Life 6
Incredible Solar Familiar 8
ADAPT ATTUNEMENT FEAT 2 Keen Solar Weapon 16
ATTUNING SOLARIAN Mobility Revelations 6
Revelation Gemcraft 6
Prerequisites Stellar Mode
Revelation Tricks 1
Requirements You are in Stellar Mode
Second Aphelion 18
You take a deep breath and change tactics. If you are in Photon Mode, you Second Manifestation 8
switch to Graviton Mode and your Attunement becomes Uncharged. If you are Shared Attunement 12
in Graviton Mode, you switch to Photon Mode and your Attunement becomes Solar Familiar 1
Uncharged. You cannot use the Stellar Mode action the same turn you Adapt Solar Flare Flurry 10
Attunement. Solar Flare Sniper 1
Solar Insight 4
Solar Opportunist 4
7
ENHANCED SOLAR FAMILIAR FEAT 2 SOLAR OPPORTUNIST FEAT 4
SOLARIAN SOLARIAN
Prerequisites Solar Familiar Prerequisites Solar Weapon manifestation
You infuse your solar familiar with additional stellar When you disorient a foe, you also set up further
energy. You can select four familiar or master abilities punishment. When you use Attuning Maneuver, choose a
each day, instead of two. target and you gain the following reaction:
SOLAR OPPORTUNIST
Trigger The chosen target uses an action with
TRAVELLER OF STARRY SKIES FEAT 2 manipulate, concentrate, or move trait while within
SOLARIAN your reach
Your connection with both the blistering heat of the Make a melee Strike against the triggering creature with
stars as well as the cold vacuum of space grants you your Solar Weapon. This Strike doesn’t count toward your
protection from the elements as well as a reduced multiple attack penalty, and your multiple attack penalty
reliance on light. You ignore the detrimental effects of doesn’t apply to this Strike.
Severe and Extreme temperature and gain darkvision.
8
STARDUST REVELATIONS FEAT 4 VITAL POWER FEAT 6
SOLARIAN SOLARIAN
Prerequisites Revelation Cantrips Prerequisites Stellar Mode
You can use the power of stardust, both shining and Your stellar powers are attuned not only to the physical
dark. You gain the Sparkling Stardust and Viscid Stardust manifestations of the stars, but the spiritual ones as
revelation cantrips. well. When you would use a Solarian spell, feature, or
feat (including Energy Sheathe) that would deal fire
damage, you may instead change the damage type from
6th Level fire to positive as part of that ability. When you would
use a Solarian spell, feature, or feat that would deal cold
GLOW OF LIFE FEAT 6 damage, you may instead change the damage type to
SOLARIAN negative.
Prerequisites Revelation Cantrips
Cycling through cosmic energies rejuvenates both mind
and body. Whenever you cast a spell with the Zenith 8th Level
trait, you restore Hit Points equal to your level.
ARMOR REVELATIONS FEAT 8
SOLARIAN
the same amount of actions as casting the spell Prerequisites Enhanced Solar Familiar
normally. Your connection with the cosmos grants your solar
familiar a greater array of abilities. You can select a base
of six familiar or master abilities each day, instead of
four.
"When he burst outta that there warehouse, I reckoned he was some sort of devilish monster. Ablaze, he was,
and I ken no one here would've recognized him as any sort of man, save for a quiet apology he muttered as
the blasted place turned to cinders."
- Drukk Dargstaad, union leader
9
SECOND MANIFESTATION FEAT 8 SUMMONING REVELATIONS FEAT 10
SOLARIAN SOLARIAN
Prerequisites Solar Manifestation Prerequisites Revelation Cantrips
Your study of the stars has granted you a second Solar You can shape creatures with your cosmic power. You
Manifestation. Whenever you manifest your Solar gain the Solar Incursion and Gravitic Calling Zenith
Manifestation, you may form both Solar Manifestations Revelation Spells.
in the same action. You only gain the initial benefits of
your second Solar Manifestation.
12th Level
10
TWIN SOLAR MARK FEAT 12 ZENITH GEMCRAFT FEAT 14
SOLARIAN SOLARIAN
Prerequisites Solar Opportunist or Solar Overwatch or Prerequisites Revelation Gemcraft
Solar Warden You can crystallize even more powerful spells. During
When you choose a target for the purposes of the Solar your daily preparations, you can make an additional 2
Opportunist, Solar Overwatch, or Solar Warden feats, you stellar gems containing zenith revelation cantrips, one
may instead choose two targets that qualify. At the start of which must have the Photon trait while the other must
of each of your turns, you gain an additional reaction have the Graviton trait.
which can only be used for the Solar Opportunist, Solar
Overwatch, or Solar Warden reactions.
16th Level
"Back when I was a wee lassie, my family home was stomped flat by a cyclops. Ayup, went from happy to
homeless in a single step. Almost went from homeless to lifeless then, too, were it not for this four-armed
fella. Slowed the cyclops to a crawl, givin' me just enough time to grab my favorite doll and get the hell outta
there."
- Granny Goldtooth, tailor's guild veteran
11
SPELLGUARD SOLAR SHIELD FEAT 16 20th Level
SOLARIAN
SWIFT ATTUNEMENT FEAT 20
Prerequisites Solar Shield manifestation
SOLARIAN
Your Solar Shield is not only capable of blocking physical
Prerequisites Stellar Mode
attacks, but magical ones as well. When you have your
The movements you use to grow closer to the stars are
Solar Shield raised, you gain its circumstance bonus to
fully ingrained within you, becoming effortless. You’re
saving throws in addition to AC.
permanently quickened. You can only use this additional
In addition, magical attacks (including those that
action for actions with the Attuning trait.
require a saving throw) can trigger your Shield Block
reaction, regardless of damage type.
SOLARIAN
Prerequisites Twin Solar Mark
Prerequisites Revelation Cantrips When you choose a target for the purposes of the Solar
Opportunist, Solar Overwatch, or Solar Warden feats, you
Your understanding of the stars also grants you
may instead choose three targets that qualify. At the
understanding of the vital forces they hold. You gain the
start of your turn, you gain an additional reaction that
Cosmic Rejuvenation and Cosmic Execution revelation
you can only use for the Solar Opportunist, Solar
cantrips.
Overwatch, and Solar Warden reactions (to a total of two
extra reactions).
18th Level
12
Solarian Archetype EMPOWERED ATTUNEMENT FEAT 8
You dabble in the cosmic arts. ARCHETYPE
Prerequisites Solarian Dedication
Your connection to the stars grants you more power. Your
SOLARIAN DEDICATION FEAT 2 Attunement Bonus increases to +2. At 14th level, your
ARCHETYPE DEDICATION MULTICLASS
Attunement Bonus increases to +3.
Prerequisites Strength or Dexterity 14, Wisdom 14
You can access the power of the stars, but not quite as
well as one fully dedicated to them. You gain the Stellar SOLAR MANIFESTER FEAT 8
Mode action. Your Attunement Bonus is +1. As you do not ARCHETYPE
know zenith revelation cantrips, you cannot change
Prerequisites Solarian Dedication
between Photon Mode and Graviton Mode.
You gain a Solar Manifestation of your choice.
13
Spell Descriptions
ESSENCE OF THE SUPERNOVA CANTRIP 1 Balancing Revelation Cantrips
UNCOMMON CANTRIP SOLARIAN PHOTON Revelation Cantrips are often stronger than other Focus
Cantrips in terms of raw damage, and Zenith Revelation
EVOCATION FIRE
Cantrips are often stronger than Focus Spells as well. This
Cast (verbal) is because unlike most spells, Revelation Cantrips do not
Area 5-foot emanation need to be balanced along the same framework as typical
Saving Throw Fortitude spells, as the restrictions placed on them give them a
Like an expanding star, you burn your foes as you force different use case. In addition, the Solarian has a lower
them away. You deal 1d6 plus your spellcasting modifier spell attack bonus and spell DC than other casters, further
impacting the performance of spells that could potentially
in fire damage to each creature in the area.
be problematic on a traditional spellcaster.
Zenith When you cast this spell, you may choose to give
it the Zenith trait. If you do, the area increases to a
15-foot emanation and the damage increases to 2d6. PHOTONIC EMPOWERMENT CANTRIP 1
In addition, any enemy that fails its saving throw is UNCOMMON CANTRIP SOLARIAN PHOTON
pushed 5 feet away from you, or 10 feet on a critical
TRANSMUTATION
failure.
Cast (verbal)
Heightened (+1) Increase the damage by 1d6, or 2d6
Range 60 feet; Targets 1 willing creature
when given the Zenith trait
Stellar energies radiate from your allies, empowering
their attacks. Each target gains a +2 status bonus to
UNCOMMON CANTRIP SOLARIAN GRAVITON Zenith When you cast this spell, you may choose to give
EVOCATION COLD it the Zenith trait. If you do, you may target up to six
Cast (verbal) willing creatures.
Area 5-foot emanation
Saving Throw Fortitude
Like a great void, you sap the energy of your foes as you GRAVITIC EMPOWERMENT CANTRIP 1
pull them in. You deal 1d6 plus your spellcasting modifier UNCOMMON CANTRIP SOLARIAN GRAVITON
in cold damage to each creature in the area. TRANSMUTATION
Cast (verbal)
Zenith When you cast this spell, you may choose to give
Range 60 feet; Targets 1 willing creature
it the Zenith trait. If you do, the area increases to a
Your allies draw in ambient stellar energy, empowering
15-foot emanation and the damage increases to 2d6.
their defense. Each target gains a +2 status bonus to AC
In addition, any enemy that fails its saving throw is
and Saving Throws.
pulled 5 feet towards you, or 10 feet on a critical
failure. Zenith When you cast this spell, you may choose to give
Heightened (+1) Increase the damage by 1d6, or 2d6 it the Zenith trait. If you do, you may target up to six
when given the Zenith trait willing creatures.
14
SPARKLING STARDUST CANTRIP 2 VISCID STARDUST CANTRIP 2
UNCOMMON CANTRIP SOLARIAN PHOTON UNCOMMON CANTRIP SOLARIAN GRAVITON
Critical Success The target is unaffected. Critical Success The target is unaffected.
Success The target's invisibility is negated for 3 rounds. Success The target's invisibility is negated for 3 rounds.
Failure The target is dazzled for 1d4 rounds and its Failure The target suffers a 10-foot circumstance penalty
invisibility is negated for 1 minute. to its Speeds for 1d4 rounds and its invisibility is
Critical Failure The target is blinded for 1d4 rounds and negated for 1 minute.
dazzled for 1 minute. Its invisibility is negated for 10 Critical Failure The target is immobilized for 1d4 rounds
minutes. and suffers a 10-foot circumstance penalty to its
Speeds for 1 minute. Its invisibility is negated for 10
Zenith When you cast this spell, you may give it the minutes.
Zenith trait. If you do, treat the target’s saving throw
as one step worse. On a critical failure, the target is Zenith When you cast this spell, you may give it the
instead blinded for 1 minute, dazzled for 10 minutes, Zenith trait. If you do, treat the target’s saving throw
and has its invisibility negated for 1 hour as one step worse. On a critical failure, the target is
instead immobilized for 1 minute, suffers a 10-foot
circumstance penalty to its Speeds for 10 minutes,
and has its invisibility negated for 1 hour.
15
BLAZING ORBIT CANTRIP 3 CORONA ARMOR CANTRIP 4
UNCOMMON CANTRIP SOLARIAN PHOTON UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH
Zenith When you cast this spell, you may choose to give
it the Zenith trait. Should you do so, the spell’s
duration increases to 1 minute.
Heightened (4th) You also gain a Climb Speed equal to
your Speed. You must still end your turn on solid
ground or else you fall.
Heightened (5th) You also gain a Fly Speed equal to your
Speed. You must still end your turn on solid ground or
else you fall.
Heightened (7th) You no longer need to end your turn on
solid ground or risk falling. Should the spell expire
while not on solid ground, you descend safely, as per
feather fall.
16
STELLAR RUSH CANTRIP 4 BLAZING BARRIER CANTRIP 4
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH
17
BLAZING STORM CANTRIP 4 GRAVITY STORM CANTRIP 4
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN GRAVITON ZENITH
18
SOLAR INCURSION CANTRIP 5 SCINTILLATING STARS CANTRIP 6
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH
CONJURATION ILLUSION
Cast (somatic, verbal) Cast (somatic, verbal)
Range 30 feet; Range 120 feet; Area 20-foot burst
Duration Sustained, up to 1 minute Saving Throw Will
You shape a creature from blazing photonic energy. This You conjure a bizarre and confusing scene of many-
works like Summon Animal, except you summon a colored stars and prismatic stellar vistas to bewilder
common creature that has the Fire, Light, or Positive your foes. Creatures in the area must attempt a Will
trait and whose level is 5 or lower. saving throw.
Heightened (6th) Level 7
Critical Success The creature is unaffected.
Heightened (7th) Level 9
Success The creature is stunned 1.
Heightened (8th) Level 11
Failure The creature is confused for 1 round. It can
Heightened (9th) Level 13
attempt a new save at the end of each of its turns to
Heightened (10th) Level 15
end the confusion.
Critical Failure The creature is confused for 1 minute with
GRAVITIC CALLING CANTRIP 5 no save to end it early.
19
BRILLIANT BLADE CANTRIP 7 GRAVITY SWIPE CANTRIP 7
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN GRAVITON ZENITH
20
BRILLIANT BULWARK CANTRIP 7 CRUSHING FORTRESS CANTRIP 7
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN GRAVITON ZENITH
Critical Success The creature is unaffected. Critical Success The creature is unaffected.
Success The creature is dazzled for 1 turn. Success The creature is enfeebled 1 for 1 round.
Failure The creature is blinded for 1 turn and then dazzled Failure The creature is enfeebled 2 for 1 minute.
for 1 minute. Critical Failure The creature is enfeebled 3 for 1 minute
Critical Failure The creature is blinded for 1 minute and and knocked prone.
then dazzled for 10 minutes.
21
GLEAMING CONSTELLATION CANTRIP 7 CONSUMING CONSTELLATION CANTRIP 7
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN GRAVITON ZENITH
22
SOLAR ACCELERATION CANTRIP 7 COSMIC REJUVENATION CANTRIP 8
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH
Critical Success The creature is unaffected. Critical Success The target is unaffected
Success The creature is slowed 1 for 1 round. Success The target takes half damage
Failure The creature is slowed 1 for 1 minute. Failure The target takes full damage and is clumsy 1,
Critical Failure The creature is slowed 2 for 1 minute. enfeebled 1, and drained 1 for 10 minutes.
Critical Failure The target takes double damage and is
clumsy 2, enfeebled 2, and drained 2 for 1 hour.
Heightened (+1) The damage increases by 10.
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PHOTON FORM CANTRIP 9 SUMMON SUPERNOVA CANTRIP 10
UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH UNCOMMON CANTRIP SOLARIAN PHOTON ZENITH
CONJURATION INCARNATE
Cast (somatic, verbal)
Range 120 feet
Duration Until the end of your next turn
You call forth a black hole on the verge of collapse and imbue it with some of your power, giving you a semblance of
control before its demise. The black hole occupies the space of a Huge creature and has a fly speed of 100 feet.
Arrive (evocation, cold, darkness) - Energy Annihilation - The Black Hole seeks to consume all nearby matter. Each
creature within 50 feet of the Black Hole must attempt a Fortitude save; on a failure, the creature is pulled 20 feet
towards the Black Hole and takes 10d12 cold damage. Until the Black Hole departs, it casts magical darkness within
50 feet.
Depart (evocation, light) - Bring Forth New Light - The Black Hole reaches its final moments and explodes in a brilliant
flash. Creatures within 50 feet of the Black Hole must attempt a Fortitude save; on a failure, the creature is
pushed 20 feet away from the Black Hole and is dazzled for 1d4 rounds.
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Licensing
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc.
(“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open
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publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including translations
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means product and product line names, logos and identifying marks including trade dress; artifacts,
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Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
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perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the
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represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the
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exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and
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25
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
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Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as
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Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to
cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying
Game (Second Edition).
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns
(characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from
proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, trade dress, the historical
period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game Content term for which is
“dreaming barathu”), and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that
have previously been designated as Open Game Content, or are exclusively derived from previous Open Game
Content, or that are in the public domain are not included in this declaration.)
Open Game Content: Except for material designated as Product Identity, the game mechanics of this Pathfinder
Infinite game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form
without written permission.
26
Adventurers in Golarion: The Solarian © 2021, Jackson Walsh. All rights reserved. Paizo, the Paizo golem logo,
Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of
Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game,
Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder
Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying
Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles,
Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc. This work is
published under the Community Content Agreement for Pathfinder Infinite and Starfinder Infinite.
27