Stalwart
[Level: 6]
If you succeed at a Fortitude save against an effect that normally requires multiples successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save.
Uncanny Shooter
[Level: 6]
Your ranged attacks with small arms do not provoke attacks of opportunity.
Astrologic Sense
[Level: 6]
You can sense the movement of all objects influencing you to gain insight into upcoming events. Once per day as a full action, you can try to determine whether a particular action of yours will bring good or bad results for you in the immediate future. This functions as augury (see page 340) with your effective caster level equal to your solarian level. You can spend 1 Resolve Point to use this revelation again on the same day, but you still can’t use it more than once per hour.
When you are attuned or fully attuned, you can see 1 hour into the future (instead of half an hour as is normal for augury) when you use this revelation.
Blazing Orbit
[Level: 6]
As a move action, you can move up to your speed, gaining concealment against any attack made against you during the move, and you can leave a trail of flames in every square you pass through. The flames last for 1 round and deal 2d6 fire damage to anyone who moves into them. You can’t move through another creature’s space during this movement. If you use blazing orbit again, any flames you previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter.
When you are attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage; see page 273).
Corona
[Level: 6]
As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.
When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.
Crush
[Level: 6]
As a standard action, you 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. You 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, you can’t target that creature with crush again for 24 hours.
When you are attuned or fully attuned, you can spend 1 Resolve Point to also stun the target for 1 round. Maintaining crush on subsequent rounds extends the staggered effect, but not the stunned effect.
Defy Gravity
[Level: 6]
As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.
When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.
Glow of Life
[Level: 6]
As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.
When you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level.
Gravity Surge
[Level: 6]
As a full action, you can perform a disarm or trip combat maneuver against a target within 30 feet. Use your Charisma modifier on your attack roll instead of your Strength modifier, and you gain a +4 bonus to this attack roll that doesn’t stack with the bonus from the Improved Combat Maneuver feat.
When you are attuned or fully attuned, if you disarm a target with gravity surge and have a hand free, the dropped item flies toward you and you can snatch it from the air. If you trip a target with gravity surge, you can pull the target up to 10 feet closer to you.