Solarian
Required Array
CombatantSkills
Good Mysticism.
Adjustments & Special Abilities
–2 to Reflex saving throws |
+2 to Will saving throws |
Stellar Apotheosis (Su) (CR 20+) As a move action, this creature can raise or lower light levels within close range by one step. In addition, it is fully attuned at the start of combat instead of needing to wait 1d3 rounds. |
Suggested Ability Score
Strength, Dexterity, and Charisma.
Gear
A solarian’s gear selection depends on whether you choose solar armor or solar weapon for its solar manifestation.
Solar Armor: Light armor (item level = CR), small arm (item level = CR), and advanced melee weapon (item level = CR + 1).
Solar Weapon: Light armor (item level = CR), small arm (item level = CR), and solarian crystal (item level = CR).
Special Rules
Choose one solar manifestation, either solar armor or solar weapon. For a solarian creature with solar armor, its EAC and KAC each increase by 1 and it receives the energy resistance listed in the table of solarian class features. For a solarian creature with a solar weapon, that weapon deals the standard melee damage for the NPC’s CR from Table 2: Combatant Attack Statistics (see page 129).
Rather than using the full rules for a solarian’s stellar mode, use the stellar alignment universal creature rule (see page 156). This still counts as a stellar mode for any abilities that affect stellar modes.
In addition, use stellar apotheosis as a simplified version of stellar paragon for CR 20 solarian creatures.
Abilities
Drawing power from the eternal cycles of stars, solarians fight with the power of photons and gravitons.
Source
Alien Archive pg. 140