In a setting full of high-tech robots, monstrous aliens, fascist empires, and rogue undead armadas, it can be easy to forget that the planar conflicts of Pathfinder still exist in Starfinder, albeit on a much larger scale. In fact, looking back through previous posts, it seems I kind of forgot myself as I’ve done several posts on the lower planes, but nothing from the upper planes, to say nothing of the law/chaos axis. In pursuit of that, this week we have Celestial Feats.

CELESTIAL FEATS
As the taint of evil spreads all to easily if left uncontested, the powers of the upper planes make a practice of bestowing boons on those they deem worthy. Celestial feats are such a boon, and can be taken by any good aligned character. Nor do they have to be the result of direct action by a higher power, they could be the result of Drift travel through planar effluvia from the upper realms, growing up in a place particularly touched by a celestial being, a family line that has ties to the planes of Good, or something else. However your character came to have these gifts, they are contingent on maintaining a Good alignment, and are not without side effects. A character who takes a Celestial feat takes a cumulative untyped -1 penalty per Celestial feat to Diplomacy checks to influence undead and outsiders with the evil subtype. In addition, a character with two or more Celestial feats gains the blessed subtype. Creatures with this subtype cannot be raised as undead, are also damaged by spells that damage outsiders with the good subtype, and can be subjected to other outsider-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature but does affect outsiders, it can affect a creature with the blessed subtype, but that creature gains a bonus to its AC and saving throw against the effect equal to 4 – the number of Celestial feats it has (to a minimum bonus of +0).
BLAZING WINGS (CELESTIAL)
Prerequisites: Celestial Wings feat or Aasimar with the Winged Scion trait. Cannot have the Metallic Wings feat.
Your wings are made of holy fire. You gain a special unarmed strike that targets EAC and deals lethal fire damage, doesn’t count as archaic, and threatens squares. You gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level (or later, if you take this feat after 3rd level), allowing you to add 1–1/2 × your character level to your damage rolls for this unarmed strike (instead of just adding your character level, as usual).
BLESSING FROM ABOVE (CELESTIAL)
You have been blessed. The heavens intercede on your behalf when they can, tipping the scales in your favor. As a reaction you may spend a Resolve point to add a +1 divine bonus to any save or check. This bonus increases to +2 if you have three Celestial feats, and to +3 if you have six Celestial feats. Alternatively, you can spend a Resolve point as part of an attack roll to add a divine bonus to the damage equal to the number of Celestial feats you have. This bonus damage is never subject to Resistance or DR, and suppresses Regeneration as though it was the type of damage appropriate for that ability.
BRILLIANT RADIANCE (CELESTIAL)
Prerequisites: Holy Radiance
As a standard action you can spend a Resolve point to have your radiance explode into brilliant sunshine. All undead and outsiders with the evil subtype within the area effected by your holy radiance must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Charisma modifier) or become blinded for a number of rounds equal to half your CR or level as they are overwhelmed with celestial light. This effects creatures normally immune to Fortitude saves.
CELESTIAL BODY (CELESTIAL)
Prerequisites: Blessing From Above feat or Aasimar
Your skin takes on a metallic sheen as your body takes on some of the attributes of an outsider from the upper planes. Choose one of the following:
Adamant: You gain a +1 bonus to KAC, and your unarmed strikes count as cold iron for the purpose of overcoming damage reduction.
Brazen: You gain fire resistance 5 and a +2 bonus on saves against fire effects.
Golden: You gain a +2 bonus on saves against blindness, dazzling, patterns, and light based effects. When you cast spells or use spell-like abilities that are from the illusion school you do so at +1 caster level.
Silver-sheen: You gain a +2 bonus on saves against paralysis, poison, and being turned to stone, and your unarmed strikes count as silver for the purpose of overcoming damage reduction.
CELESTIAL ESSENCE (CELESTIAL)
Prerequisites: Blessing From Above feat or Aasimar
You take on some physical traits of celestials. You gain DR X/evil, where X is equal to half the total number of Celestial Feats you possess, including this one (minimum 1).
In addition, once per day you can spend a Resolve point to gain fast healing equal to the number of Celestial feats you possess, including this one, for 5 rounds.
CELESTIAL WINGS (CELESTIAL)
Prerequisites: Blessing From Above feat or Aasimar
You sprout some kind of wings (feathered, insect, or something more exotic) and gain an extraordinary fly speed of 30 feet with average maneuverability.
HOLY RADIANCE (CELESTIAL)
Prerequisites: Blessing From Above feat or Aasimar
As a standard action, you can shed light as a burning halo or inner glow, causing light within 20 feet of you to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. If you have the celestial radiance racial ability double the effected areas. This lasts until dismissed, and you can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than you.
METALLIC WINGS (CELESTIAL)
Prerequisites: Celestial Wings feat or Aasimar with the Winged Scion trait. Cannot have the Blazing Wings feat.
Your wings are made of gleaming metal. You gain a special unarmed strike that deals lethal slashing damage, doesn’t count as archaic, and threatens squares. You gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level (or later, if you take this feat after 3rd level), allowing you to add 1–1/2 × your character level to your damage rolls for this unarmed strike (instead of just adding your character level, as usual).
UNDYING HOPE (CELESTIAL)
Prerequisites: at least two other Celestial feats
As a standard action you can spend 2 Resolve points to impart hope to all allies within 60 feet who have 0 Stamina Points (or are at half Hit Points or fewer for creatures that don’t have Stamina Points), granting them temporary Hit Points equal to your level or CR, and a divine bonus to AC equal to half the number of Celestial feats you have, including this one. These benefits last for 1 minute or until you use this ability again. This is a mind-affecting effect.

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Jeremy Corff
Artist and Writer