are unaffected and are added normally. damage on a successful Reflex saving throw untouchable level.
untouchable level. In addition, you can
Ricochet (Ex): Starting at 5th level, you can against attacks, but henceforth, you take choose to ignore gravitational effects,
redirect ranged attacks to a maximum range only half damage on a failed save. You do not whether natural or magical in nature, and
of 30 ft. At 10th level, your maximum range gain the benefit of improved evasion if you because of this, you also gain a +4 bonus on
increases to 60 ft., at 15th level, it increases are helpless. Acrobatics checks.
to 90 ft., and at 20th level, it increases to Misdirection (Ex): At 10th level, if you Enhanced Evasion (Ex): At 16th level,
120 ft. When deflecting ranged attacks, your successfully damage a target using revanche, your evasion ability further improves. On
range can never exceed the distance that then on your next revanche redirect attack a successful saving throw, you can affect
the original attack traveled, no matter your that round, you can feint on a different target those around you. You can choose to grant
maximum range. If the ranged attack had as a free action (treating the new target as all adjacent creatures the benefits of evasion
range increments, they also apply to your flat-footed if you succeed the Bluff check). for their own saving throw (or improved
revanche attack when determining if the The triggering opponent may be the same, evasion if they already have evasion), or you
redirected attack successfully hits its target. but the new target must be different. You can choose to make all adjacent creatures
Into the Breach (Ex): Starting at 6th level, can potentially make multiple such attacks vulnerable, taking 50% more damage if they
you gain a +1 bonus to your revanche attack per round if your BAB is high enough, but fail their saving throw.
roll for every enemy threatening you. each new misdirection must be on a different Spaces Between (Su): At 16th level or
Starbrand (Su): At 6th level, as a swift target, and if you miss a redirect attempt or higher, as long as you have at least 1 point
action that consumes 1 point from your void there are no viable different targets, you lose remaining in your void pool, you gain the
pool, you can deal 1d6 damage + 1 point/ the opportunity for the round. effects of freedom of movement for a number
untouchable level (maximum +20) to any Purge (Su): At 10th level or higher, of rounds per day equal to your untouchable
creature that enters within 5 ft. of you for whenever you fail a Fortitude save against
1 round. The damage is either cold or fire: an effect with a duration, you may make
you must choose one energy type when you another attempt 1 round later.
activate this ability. You are able to choose Fade (Su): At 12th level or higher, you
your targets and thus avoid allies. can disappear from sight for 1 minute, as if Designer’s Note
Harden (Su): At 8th level, you can using the spell invisibility. Using this ability is The untouchable is neither an easy nor
temporarily harden your nimbus, gaining DR a swift action that consumes 2 points from a universally loved class. It uses rules
that are complex and different from the
2/–. At 16th level, this becomes DR 4/–, and your void pool.
standard play of the game. It is also
at 20th level, it becomes DR 8/–. You must Hush (Su): At 12th level or higher, you can easy to disrupt gameplay if you're not
spend 1 point from your void pool to activate suppress all noise around you, as if using the well versed in the new mechanics. This
this ability, but you can spend more. Once spell silence, except the effect’s area is a 10- class should only be played with the
your DR has prevented a total amount of ft. radius centered on you. Using this ability acceptance of the GM and the other
players.
damage equal to your untouchable level × is a swift action that consumes 2 points from
the number of void points expended, the DR your void pool. Your CL for this effect is equal That said, if you're looking for something
ends. to your untouchable level. very different, give it a try. It can be
Improved Evasion (Ex): At 9th level, your Starblood (Su): At 14th level, you gain incredibly fun.
evasion ability improves. You still take no resistance to cold and fire equal to your
5
level. Alternatively, as a swift action, any distance she was prevented from moving light descriptor.
unused rounds can be used to quickly move (or 10 ft.) before attempting to retreat. She Sign: You gain solar sight and cannot be
through space, as if using dimension door. can now finish her movement as normal in blinded by any form of light, mundane or
Each unused round is equivalent to 10 ft., any direction she chooses or perform some magical, no matter how bright it is.
so if you had 10 rounds remaining for the other action. Aspects: The following aspects are available
day for your spaces between ability, you Into the Void (Su): At 20th level, when for you to choose from when you gain a new
could choose to teleport up to 100 ft. away. your void pool is empty, you can assume aspect.
You can teleport multiple times, each time an ethereal state at will, as though using Brilliant Flare (Su)—You create a brief, bright
in increments of 10 ft. and deducting from etherealness. Becoming ethereal is a swift flash of solar energy that can momentarily
your total allowed per day. You may not take action. This ability affects only you and cannot blind a single opponent. A creature who fails
anyone with you. be used to make other creatures ethereal. a Reflex save is blinded for 1 round.
Singularity (Su): At 18th level or higher, Figment (Su)—You can quickly shape light
you can become a singularity. All creatures MMoon Child Houses into a crude illusion that briefly appears in
within 100 ft. of you are drawn toward you Below are additional houses from which the the peripheral vision of a targeted creature.
physically, moving 1d6×5 ft. closer to you moon child class can choose. The creature must make a Will save or be
at the beginning of their turns. Creatures staggered for 1 round. This aspect does not
prevented from moving closer to you (such House of the Flaring Sun affect sightless creatures.
as by a wall, another creature, or by reaching Light Whispers (Su)—You can send a
you) can do nothing until they can make Spells Known: 1st—color spray, dancing holographic image to communicate a short
up any distance they were prevented from lantern, faerie fire, flare burst, illusion of message to one creature per moon child
moving by using their own movement. calm, snapdragon fireworks; 2nd—continual level. The target creature must be in your line
(Creatures that don’t make up this distance flame, haunting mists, hypnotic pattern, of sight. The image can appear as anything
are considered dazed until they do, and all mad hallucination, minor image, mirror you can imagine that is Small-sized or
distance not covered is cumulative.) This image, silent image, symbol of mirroring, smaller. The message can transmit a number
effect requires a standard action to activate ventriloquism; 3rd—campfire wall, daybreak of spoken words equal to your moon child
and 3 points from your void pool. It lasts for arrow, daylight, discovery torch, illusory script, level + your Int modifier. Once the message
a number of rounds equal to your Wisdom loathsome veil, major image; 4th—illusory is delivered, the hologram vanishes. You can
modifier. Once the effect has begun, you can wall, phantasmal killer, rainbow pattern, use this aspect a number of times per day
also choose to shift the singularity from your shocking image, wandering star motes; equal to 3 + your Int modifier.
person to the space you occupy; this costs an 5th—dream, nightmare, persistent image, Star Mote (Su)—You create a small,
additional 1 void point/round and allows you phantasmal web; 6th—mislead, permanent stationary globe of starlight that hovers
to move away from it. This is a gravitational image, programmed image; 7th—phantasmal near eye level. The globe produces light as
effect. revenge, sunbeam; 8th—scintillating pattern, a hooded lantern and cannot be moved.
For example, at the beginning of her turn, sunburst; 9th—weird Undead creatures vulnerable to sunlight
a bandit was to be pulled for 30 ft., but a wall In addition, you can learn additional cannot enter within 30 ft. of the globe
stopped her after only 20 ft. Immediately, sorcerer/wizard spells of the figment, unless they make a successful Will save. If
she used part of a move action to cover the pattern, or phantasm subschools or with the the creature leaves the area of light, it must