Microsingularity Solarian Solar Manifestation
Microsingularity Solarian Solar Manifestation
Microsingularity Solarian Solar Manifestation
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MICROSINGULARITY SOLAR MANIFESTATION
Unlike most solarians, you are drawn to the crushing gravity and
inescapable pull of black holes, rather than the bright star stuff of other
solar manifestations.
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the DC is calculated using your Charisma bonus, rather work only with melee attacks. Anything that specifically
than your Dexterity bonus. At 7th level, this special affects solar weapons (such as the Soulfire weapon fusion)
Gravitation property increases to Gravitation (10 ft.), at affects your solar flare in the same way, though it can’t
12th level it increases to Gravitation (15 ft.), and at 17th gain any weapon special property, critical hit effect, or
level it increases to Gravitation (20 ft.) Your weapon fusion that can’t be applied to a weapon with the
microsingularity affects incorporeal creatures as normal Line or Flexible Line special properties. Solarian weapon
for a weapon with the Force property, and it extends into crystals can be added to your mote as usual, but their
the Ethereal Plane, and can affect creatures there. Your damage die size is reduced one step: d3s become d2s, d4s
microsingularity is considered to have an item level equal become d3s, d6s become d4s, and so on. Solarian weapon
to your solarian level. crystals that usually add d2s of damage now add only 1
For purposes of the microsingularity's Gravitation damage, and those that add a flat 1 damage continue to
property of the attack, you can move enemies hit by the do so.
attack and who fail their Reflex save against the Your microsingularity is so small that is does not
Gravitation property either towards or away from your occupy space, and other creatures can move through and
character’s location, not the microsingularity’s location. occupy the square it's in. Your microsingularity does not
You can attack with your microsingularity as a ranged threaten squares, can’t flank enemies, and cannot be
attack, treating it as a special weapon that you are used to make attacks of opportunity. It does not block line
proficient with, that takes no hands to wield, and causes of sight, line of effect, or provide cover. However, its
your character to provoke attacks of opportunity, as crushing gravity can be dangerous. Any creature or object
normal for making a ranged attack. When you attack with that ends its turn in the same space as your
your microsingularity, you cause it to move in a straight microsingularity must succeed at a Reflex save (DC = 10 +
line from its current location. Treat this as a ranged attack 1/2 your microsingularity's item level + your Charisma
with the Flexible Line property, with the first, starting, bonus) or take damage as if it were hit by an attack with
square of the Flexible Line being your microsingularity's the microsingularity.
current location, and the second, ending, square of the Your microsingularity persists until you dismiss it,
Flexible Line being any square within weapon range of the which takes the same actions and effort as sheathing a
starting point. At 1st level, this weapon range is 30 ft., and weapon, or you fall unconscious, in which case it returns
it increases to 40 ft. at 7th level, to 50 ft. at 12th level, and to orbiting you, in its mote form. It also instantly returns
to 60 ft. at 17th level, as described in Table 1-1: the to its mote form if you end your turn with your
Microsingularity Solarian. This can be used as part of a microsingularity farther away from you than Medium
Full Attack, or other Attack Actions that allow or require range (100 feet + 10 feet per solarian level.) It does not
you to make an attack. After the attack, your have hit points, does not take damage, and cannot be
microsingularity’s new location is the second, ending, disarmed or sundered, but certain spells and supernatural
square of the Flexible Line attack. or magical effects function differently against the
If the attack fails to affect a target and the line effect microsingularity, as follows. For purposes of being
ends, as detailed in the Line weapon special property, affected by spells and supernatural or magical effects,
your microsingularity’s new location is the square of the consider your microsingularity to have your EAC, KAC,
creature it failed to pass through, closest to your and Saving Throw Bonuses.
microsingilarity’s starting location. Any spell, effect, or ability that deals Force damage can
Creatures or objects in the starting and ending squares affect your microsingularity. While it doesn’t have Hit
of the Flexible Line are included in its attack. No creature Points and doesn’t take damage, if it would be
or object can be hit more than once per attack with your subjected to a single Force effect or included in the
microsingularity. area of a Force effect that does damage equal to at
Your microsingularity targets EAC. At 1st level, it deals least twice your solarian level, your microsingularity is
1d3 Bludgeoning damage. At 4th level, this increases to destroyed, as if you had dismissed it. However, you can
1d4. At 6th level, it increases to 2d3, at 9th level to 3d3, reform the microsingularity as usual after it has been
and it increases by another 1d3 at 12th level and every destroyed.
level thereafter, as described in Table 1-1: the The microsingularity can be dispelled with Dispel
Microsingularity Solarian. When you gain Weapon Magic, Greater Dispel Magic, and similar effects, as if it
Specialization at 3rd level, you add your full solarian level were a spell with a caster level equal to your solarian
to damage with your microsingularity. If you are a level. If successful, your microsingularity disappears as
multiclass solarian, you add only your full solarian level if you had dismissed it. However, you can reform the
and half your levels in other classes to damage with your microsingularity as usual after it has been dispelled.
microsingularity. Your microsingularity can be affected by the Dismissal
Any solarian class features (including stellar revelations spell as if it were an Outsider with a CR equal to your
and zenith revelations) that specifically affect melee solarian level. If successful, your microsingularity
weapons (such as the flashing strikes class feature) disappears as if you had dismissed it. However you can
function with your microsingularity, even if they normally reform the microsingularity as usual afterwards.
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Your microsingularity can be targeted by the unattuned, you dismiss your microsingularity, or your
Dimensional Anchor spell. If hit, you cannot move or microsingularity otherwise stops functioning.
attack with your microsingularity, although it still You must have the microsingularity solar
effects creatures and objects that end their turn in its manifestation to select this revelation.
space as normal. You can dismiss and reform your
microsingularity as normal, however. Existing Revelations
Just as regular black holes will, over the course of eons, The following existing stellar revelations can, at your
shrink and evaporate as their mass is converted into GM’s discretion, be altered to work with your
strange and esoteric types of radiation, your microsingularity, as follows, by adding these lines to the
microsingularity can be affected by supernatural or end of each stellar revelation:
magical aging. Any effect that would cause it to take Distant Burst COM: If you have the microsingularity solar
damage from aging, such as a ghost’s Corrupting Touch, manifestation, while attuned or fully attuned, these solar
or cause it to age by 1 or more standard Absalom manifestations can instead be centered on the square
Station Years, causes your microsingularity to your microsingularity is in.
evaporate and vanish, as if you had dismissed it. After
1d4 rounds, you can reform it as usual. At the GM’s Gravity Grappler GEM: If you have the microsingularity
discretion, additional aging effects may cause your solar manifestation, you can treat the square your
microsingularity to evaporate. microsingularity is in as the point of origin for this effect.
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