Sol Solum Techs

Sol Solum techs all have a range of medium unless otherwise noted, and involve using light as a form of attack and defense.

Tier I
Exposure, Lesser: (Rfl) One target creature must make a Will Save or become dazzled for 1d4 rounds. Whether or not the will save is successful not now however, the target gains -1 Rad. Tolerance for 1 round per caster level. The save DC is Charisma Based.

Illuminate Target: (Rfl) One target is illuminated allowing anyone who attacks it to roll twice for concealment and for mirror images and choose which result they take. This lasts for 1 round per caster level.

Infrared Vision: (Rfl) Touch: One target gains Low-Light vision for 1 hour per caster level.

Moonchill: (Rfl) Short: One target takes 1d6 damage. Moonchill requires a swift action to execute rather than a standard action. Only one half of this damage is cold; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. Upon execution the target must make a fortitude save or become staggered for 1 round. The save DC is Charisma Based.

Ra Spectrum I: (Rfl) Inflicts 12 points of damage to a single target. Only one half of this damage is fire; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. A reflex save negates all damage. The save DC is Charisma Based.

Bend: (Rfr) This tech allows you to negate a single tech as an immediate action up to 1st tier, the target is allowed to make a concentration check vs the Save DC of this tech to successfully cast the tech, however this check is made with a penalty equal to the Refractormagi's Wisdom Modifier. The save DC is Wisdom Based.

Coldshade: (Rfr) One target specified by the refractormagus gains Fire Resistance 5 and +4 to AC (Dodge) for as long as the tech is running in the user's console.

Moonlight Guise: (Rfr) Touch: As alter self except can be used on willing targets. The save DC is Wisdom Based (harmless).

Restore Accuracy: (Rfr) Removes any Dazzle Effects on targets within 10 feet.

Seal Injuries, Minor: (Rfr) Touch: Restores 1d6 points of health +1 per caster level (max. 5) to a single target, this is a positive energy effect. The save DC is Wisdom Based.

Abrasion Field: (Hls) One target's flesh is covered by a solid sheathe of light granting them DR 1/magic per caster level of the Hard Light Specialist to a maximum of DR 5/magic. This lasts for 1 round per caster level.

Energy Armor: (Hls) One target gains a Deflection bonus to AC equal to +1 per two caster levels (Max +5), but this AC only applies against ranged touch attacks from energy-based and Sol Solum sources (such as ray of frost and light gun).

Light Gun: (Hls) The Hard-Light Specialist fires a bullet of hardened solar energy and makes a ranged touch attack against a single target. This deals 1d8 points of piercing damage +1 per caster level (max +5) if the ranged touch attack is successful.

Torchbearer: (Hls) Personal: Summons a Solum Torchbearer, a diminutive incorporeal construct with a fly speed of 10ft and perfect maneuverability. The Torchbearer has 14 AC and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier. It has no natural attacks, but sheds light as a light spell and is fully controlled by the tech user who summoned it. Solum Torchbearers crumble to dust after 10 minutes per caster level or until another solum one is summoned unless tri-receptor array is active.

Translucent Bulletproof Shield: (Hls) Grants a single creature a +2 miscellaneous bonus to AC against Firearms for 1 round per caster level.

Tier II
Beacon Resonance (Rfl) When this tech is executed, the reflectormagus can locate the nearest beacon for as far as 1 mile per caster level.

Shadowbane (Rfl) When this tech is executed, all darkness effects are dispelled within 40 feet of the reflectormagus.

Sun Light (Rfl) When this tech is executed, an area of 60 feet around the reflectormagus gains bright illumination.

Deflect Ether (Rfl) When this tech is executed, all illusion effects within 15 feet are dispelled.

Absorb Light (Rfr) This tech acts as an invisibility spell.

Deny Sight (Rfr) When this tech is executed, one creature must make a will save or lose any darkvision or low-light vision they possess for 1 minute per caster level. The save DC is Wisdom Based.

Seal Injuries, Lesser (Rfr) Touch: Restores 2d6 points of health +1 per caster level (max. 10) to a single target, this is a positive energy effect. The save DC is Wisdom Based.

Tri-Reception Array (Rfr) When this tech is executed the refractormagus gains a tri-reception array that can stabilize as many as 1 Hardlight drone per five caster levels. Otherwise, the hard light specialist is unable to control more than one simultaneously. This lasts for 1 minute per caster level.

Light Step (Hls) When this tech is executed, a panel of hardlight is created in any shape the hard light specialist desires so long as it does not exceed a 5-foot by 5-foot area per caster level. Hard light has the same hit points and hardness as a wall of force.

Minor Artillery (Hls) Summons a Solum Shooter, a diminutive incorporeal construct with a fly speed of 20ft and perfect maneuverability. The Solum Shooter has 18 AC (10 + 8 Dex) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +10. It has a single attack equal to the base attack bonus of the hard light specialist +8. This attack deals 1d4+8 piercing damage. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Vermigo Barrier Alpha (Hls) When this tech is executed, 1 creature per 2 caster levels of the hard light specialist gains a +1 deflection bonus to AC. This bonus is increased by +1 per two caster levels and this tech lasts for 1 round per caster level.

Vermigo Pattern (Hls) When this tech is executed, 1 creature per 2 caster levels of the hard light specialist gains a +1 resistance bonus to all saving throws. This bonus increases by +1 per five caster levels after first level, and this tech lasts for 1 round per caster level.

Tier III
Aura of Reflection (Rfl) When this tech is executed, the reflectormagus becomes surrounded by a 10-foot aura of violent solar energy that deals 1d6 points of radiation damage to any creature within range at the beginning of the reflectormagus' turn. This aura lasts for 1 minute per caster level.

Lunar Bolt (Rfl) One target takes 1d6 damage per caster level (max 10d6). Only one half of this damage is cold; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. Upon execution the target must make a fortitude save or become staggered for 1 round. The save DC is Charisma Based.

Ra Spectrum II (Rfl) Inflicts 24 points of damage to a single target. Only one half of this damage is fire; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. A reflex save negates all damage. The save DC is Charisma Based.

Vice Pulse (Rfl) When this tech is executed, the reflectormagus fires a ranged touch attack at a single target that deals 1d4 radiation damage per caster level (max 10d4), and reduces the targets fortitude saves by -2 for 1d4 rounds.

Aura of Refraction (Rfr) When this tech is executed, the refractormagus becomes surrounded by a 10-foot aura of reflective particles that grants creatures within range Spell Resistance equal to 4 + the caster level of the refractormagus. This lasts for 1 round per caster level.

Deflection Array (Rfr) When this tech is executed, one creature per caster level gains a +4 deflection bonus against ranged attacks for 10 minutes per caster level.

Glare, Lesser (Rfr) When this tech is executed, a burst of bright light engulfs the head of a single creature. Unless the creature succeeds in a Will save they become blind for 1 minute and take a -2 penalty on any further will saves, this penalty is increased to -4 against light-based effects. The save DC is Wisdom Based.

Seal Injuries (Rfr) Touch: Restores 4d6 points of health +1 per caster level (max. 15) to a single target, this is a positive energy effect. The save DC is Wisdom Based.

Bolster Infantry (Hls) While this tech is active, the hard-light specialist gains a +4 bonus to Charisma and Wisdom modifiers for determining the effects of Solum creation techs. This lasts for 1 minute per caster level.

Minor Infantry (Hls) Summons a Solum Slammer, a small construct with a fly speed of 15ft and perfect maneuverability. The Solum Slammer has 18 AC (10 + 8 deflection) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +10 per caster level. The Solum Slammer has a slam attack and uses the base attack bonus of the hard light specialist who summoned it with a +4 bonus, and deals 1d6+4 points of bludgeoning damage. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Pulsar Storm (Hls) When this tech is executed a 20-foot radius area centered on a target square is showered with arrows of light, this deals 1d6 points of piercing damage to all creatures within range. A reflex save halves this damage. The save DC is Charisma Based.

Solid Chains (Hls) When this tech is executed, the hard-light specialist must make a melee touch attack. If successful his target is entangled by chains of solid light. The DC to escape is equal to 15 + the spell DC and is Charisma based.

Tier IV
Beacon Recall (Rfl) When this tech is executed, the reflectormagus and a number of creatures equal to his Charisma modifier are teleported to the nearest beacon, This is a swift action. Unwilling creatures are allowed to make a Will save against this. The save DC is Charisma Based.

Exposure, Major (Rfl) One target creature must make a Will Save or become blind for 1d6 rounds. Whether or not the will save is successful or not, the target gains -12 Rad. Tolerance for 1 round per caster level. The save DC is Charisma Based.

Sunforging (Rfl) One touched weapon has all damage it deals changed to radiation damage when this tech is executed.

Scathe Fire (Rfl) When this tech is executed, the reflectormagus fires a beam of solar energy in a 40-foot line, this beam deals 2d8 points of fire damage and 2d8 points of radiation damage. This damage is doubled for each consecutive enemy that fails to save against (I.E. 2d8 on the first, 4d8 on the second, 8d8 on the third and so forth). A Reflex save halves this damage, a successful save resets the damage back to 2d8 on any following targets. The save DC is Charisma Based.

Distant Seeing (Rfr) When this tech is executed, a sphere of solid light appears before the refractormagus and acts as a Crystal Ball with ''clairvoyance. ''After 1 minute per caster level, the sphere crumbles and fades away.

Gilded Bones (Rfr) When this tech is executed, one undead target takes a -4 penalty on all saves for 1 round per caster level.

Light Transfer (Rfr) This tech is treated as teleport.

Seal Injuries, Major (Rfr) Touch: Restores 8d6 points of health +1 per caster level (max. 20) to a single target, this is a positive energy effect. The save DC is Wisdom Based.

Artillery (Hls) Summons a Solum Ranger, a tiny incorporeal construct with a fly speed of 30ft and perfect maneuverability. The Solum Ranger has 22 AC (10 + 8 Dex + 4 deflection) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +30. It has a single attack equal to the base attack bonus of the hard light specialist +12. This attack deals 1d10+10 piercing damage. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Constricting Vein (Hls) This tech acts as hold monster. The save DC is Charisma Based.

Magus Drone (Hls) Summons a Solum Magus, a tiny incorporeal construct with a fly speed of 40ft and perfect maneuverability. The Solum Magus has 25 AC (10 + 10 deflection + 4 dexterity +1 dodge) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +24. It has no natural attacks, but has a Charisma score of 26 a caster level of 9 and the following spell-like abilities. At Will - Magic Missiles; 5/day- Fireball, Lightning Bolt; 3/day - Cone of Cold. The solum magus also benefits from the dodge feat. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Vermigo Barrier Zeta (Hls) When this tech is executed, 1 creature per 2 caster levels of the hard light specialist gains DR 1/- per caster level for 1 round per caster level.

Tier V
Moon Shower (Rfl) A number of creatures within 15 feet burst of a target square take 1d6 damage per caster level (max 20d6). Only one half of this damage is cold; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. Upon execution the target must make a fortitude save or become staggered for 1 round, if they succeed in this save they take half damage. The save DC is Charisma Based.

Ra Spectrum III (Rfl) Inflicts 48 points of damage to a single target. Only one half of this damage is fire; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. A reflex save negates all damage. The save DC is Charisma Based.

Silver Metric Array (Rfl) When this tech is executed, the Reflectormagus fires a beam of cold energy at a creature. A successful Fortitude save negates the damage, but causes it to bounce to the nearest creature, and this cycle continues in a single direction until a creature fails or until there is no creature within a 30-foot cone from the last creature touched facing the opposite direction of the tech user. When this tech finally hits, it deals 1d12 cold damage multiplied by the number of creatures it failed to affect. The save DC is Charisma Based.

Bone Burst (Rfr) When this tech is executed, a single undead creatures body explodes in solar flames, dealing 1d10 points of fire damage per caster level (max 15d10). A fortitude save halves this damage. The save DC is Wisdom Based.

Seal Injuries, Greater (Rfr) Touch: Restores 12d6 points of health +1 per caster level to a single target, this is a positive energy effect. The save DC is Wisdom Based.

Sphere of Blending (Rfr) This tech acts as Invisibility Sphere.

Deft Drone (Hls) When this tech is executed, any solums currently active gain 20% concealment for 1 round per caster level.

Infantry (Hls) Summons a Solum Duelist, a medium construct with a fly speed of 30ft and perfect maneuverability. The Solum Duelist has 28 AC (10 + 14 deflection +1 dodge, +3 dex) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +10 per caster level. The Solum Duelist has two claw attacks and use the base attack bonus of the hard light specialist who summoned it with a +10 bonus. These claw attacks deal 1d6+10 points of slashing damage. The Solum Duelist also gains the benefit of the dodge and outflank feats. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Light Rain (Hls) When this tech is executed, the tech user fires a 30-foot cone of sharp projectiles that deal 1d6 points of piercing damage per caster level (max 15d6). A Reflex save halves this damage. The save DC is Charisma Based.

Tier VI
Light Shock (Rfl) When this tech is executed, a bolt of positron energy strikes in an 80-foot line dealing 1d6 points of electricity damage per caster level. A successful Reflex save halves this damage. The save DC is Charisma Based.

EGO Pulse (Rfl) When this tech is executed, the reflectormagus fires a ranged touch attack at a single target that deals 1d8 radiation damage per caster level (max 20d8), any effects of radiation tolerance on this spell are doubled.

Hex of Glamour (Rfl) As alter self but disbeliveable with a Will save and affects 1 creature per caster level. The save DC is Charisma Based.

Deflection (Rfr) When this tech is executed, the next physical attack that strikes the refractormagus is negated, an additional attack can be negated with a single use of this tech per four caster levels.

Sol Vitalization (Rfr) Touch: Restores 12 points of health caster level (max. 120) to a single target, this is a positive energy effect. The save DC is Wisdom Based.

Light Transfer, Greater (Rfr) This tech acts as a greater teleport spell.

Enrage Drone (Hls) When this tech is activated, the target solum construct gains a +1d10 electrical damage on all their attacks for 1 round per caster level.

Greater Artillery (Hls) Summons a Solum Sniper, a tiny incorporeal construct with a fly speed of 30ft and perfect maneuverability. The Solum Sniper has 26 AC (10 + 8 Dex + 8 deflection) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +35. It has a single attack equal to the base attack bonus of the hard light specialist +18. This attack deals 1d10+20 piercing damage. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Vermigo Barrier Epsilon (Hls) When this tech is executed, 1 creature per 2 caster levels of the hard light specialist gains a mirror image plus one additional image per three caster levels until they are diffused or discharged.

Tier VII
Crimson Sunset (Rfl) When this tech is executed, all undead within 40 feet are treated as if they had fallen victim to the bone burst tech. The save DC is Charisma Based.

Moon Beam (Rfl) The reflectormagus makes a ranged touch attack against a single target, if successful the target takes takes 1d8 damage per caster level. One half of this damage is cold; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. Upon execution the target must make a fortitude save or be stunned for 1 round. The save DC is Charisma Based.

Ra Spectrum IV (Rfl) Inflicts 96 points of damage to a single target. Only one half of this damage is fire; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. A reflex save negates all damage. The save DC is Charisma Based.

Glare, Greater (Rfr) When this tech is executed, a burst of bright light engulfs the head of one creature per caster level. Unless the creatures succeeds in a Will save they become blind for 1 minute and take a -2 penalty on any further will saves, this penalty is increased to -4 against light-based effects. The save DC is Wisdom Based.

Intake Pulse (Rfr) When this tech is executed, the next attack with a radiation element that strikes the refractormagus is negated, an additional attack can be negated with a single use of this tech per four caster levels.

Silverlight (Rfr) This tech acts as restoration.

Greater Infantry (Hls) Summons a Solum Skirmisher, a medium construct with a fly speed of 30ft and perfect maneuverability. The Solum Skirmisher has 36 AC (10 + 16 deflection, +1 dodge, +9 dex) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +10 per caster level. The Solum Skirmisher has four blade attacks and use the base attack bonus of the hard light specialist who summoned it with a +18 bonus. These blade attacks deal 1d8+18 points of piercing damage. The Solum Skirmisher also gains the benefit of the dodge, mobility, spring attack, and outflank feats. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Light Vein (Hls) When this tech is executed, the target must make a successful Fortitude save or a blade of hard light tears out of it dealing 1d10 damage plus the hard-light specialist's Charisma Modifier in slashing damage, and they take 1d6 points of bleeding damage, this is a swift action. The save DC is Charisma Based.

Shadowlight (Hls) When this tech is executed, the hard light specialist switches all cold and fire damage from techs with the opposite for 1 minute per caster level.

Tier VIII
Light Flux (Rfl) When this tech is executed, a spiral of light encircles the reflectormagus, this tech deals radiation damage to creatures in a radius equal to 5-feet per caster level centered on the tech user. This deals 1d8 points of damage per caster level, and for each 5-foot increment that it spreads out, it deals 1d8 less damage. (i.e. at 5 feet a 20th level caster would deal 20d8; then at 10 feet it would go down to 19d8, and so forth, until the damage tapers off at 0d8 after 100 feet have been reached. A reflex save halves this damage. The save DC is Charisma Based.

White Out (Rfl) One target creature must make a Will Save or become blind for 1d8 minutes. Whether or not the will save is successful or not, the target gains -24 Rad. Tolerance plus an addition -4d6 tolerance for 1 round per two caster levels. The save DC is Charisma Based.

Reconstitute (Rfr) This tech acts as a raise dead spell.

Sol Vitalization, Mass (Rfr) Restores 12 points of health caster level (max. 120) to any number of targets within 30 feet of each other, this is a positive energy effect. The save DC is Wisdom Based.

Arc Magus Drone (Hls) Summons a Solum Arc Magus, a small incorporeal construct with a fly speed of 40ft and perfect maneuverability. The Solum Arc Magus has 35 AC (10 + 16 deflection + 8 dexterity +1 dodge) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +38. It has no natural attacks, but has a Charisma score of 34 a caster level of 16 and the following spell-like abilities. At Will - Magic Missiles, widened Fireball, Lightning Bolt; 3/day - Cone of Cold, maximized Chain Lightning, disintegrate and quickened Lightning Bolt. The solum arc magus also benefits from the dodge feat. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Vermigo Barrier Lambda (Hls) When this tech is executed, 1 creature per 2 caster levels of the hard light specialist gains +1 bonus to CMD per caster level for 1 round per caster level.

Tier IX
Body of the Sun (Rfl) When this tech is activated the reflectormagus sends out beams of solar energy at all enemies within 45 feet of them at the beginning of each of their turns for 1 turn per caster level; each beam of solar energy does 4d8 points of untyped damage, +1 per caster level, a reflex save can be made to negate this damage. The save DC is Charisma Based.

Ra Beam (Rfl) Inflicts 96 points of damage to a single target plus 1d8 per caster level. Only one half of this damage is fire; the other half is radiation damage, radiation damage is increased by an amount equal to a creatures negative Rad. Tolerance. A reflex save negates all damage. The save DC is Charisma Based.

Internal Dawn (Rfr) When this tech is executed, one undead creature must make a fortitude save or be destroyed as their internal organs burst with solar energy, creatures with light vulnerability such as vampires and bodaks take a penalty on this save equal to 1 per two caster levels of the refractormagus, if the save fails, the undead creature dies. On a successful save they take 1d10 points of damage per caster level. The save DC is Wisdom Based.

Raiser Rune (Rfr) When this tech is executed, the refractormagus designates a single creature. The creature must make a will save or they become inscribed with a rune that causes them automatically fail any reflex saves made against damaging techs with a radiation element. The rune persists for 1d6 rounds. The save DC is Wisdom Based.

Gigas Drone (Hls) Summons a Solum Gigas, a huge construct with a fly speed of 30ft and good maneuverability. The Solum Gigas has 51 AC (10 + 34 deflection, +1 dodge, +8 dex, -2 size) and Hit Points equal to the Hard Light Specialist's Wisdom Modifier multiplied by their Charisma Modifier +12 per caster level. The Solum Gigas has two slam attacks and use the base attack bonus of the hard light specialist who summoned it with a +32 bonus. These slam attacks deal 2d6+32 points of bludgeoning damage. The Solum Skirmisher also gains the benefit of the dodge, mobility, spring attack, weapon focus (slam), improved critical (slam), weapon specialization (slam) and outflank feats. And can use the Deflection tech 3/day. Solums crumble to dust after 1 round per caster level or until another one is summoned unless tri-receptor array is active.

Gildas Barrier (Hls) When this tech is executed, 1 creature per 2 caster levels of the hard light specialist gains resistance to fire, cold and electricity of 30, and Spell Resistance equal to 10 + the caster level of the hard light specialist for 1 round per caster level.