Hetuath

Alim of the Qawiu Aldhihin Clan's page

171 posts. Alias of fallen_angel_ag.


Full Name

Alim of the Qawiu Aldhihin Clan

Race

| SP 21/21 HP 25/25 RP 2/3 | KAC 15 EAC 15 | F: +3, R: +2, W: +4 | Init: +1 | Perc: +5, SM: +1

Classes/Levels

| Speed 30ft | Pulsecaster Pistol 20/20, Azimuth Laser Pistol 20/20, Tactical Semi-Auto Pistol 9/9, Static Arc Pistol 20/20 |Active conditions: None.

Gender

Male LN Kasatha Xenoseeker Solarion (weapon) 3

Age

25

Languages

Common, Kasatha

About Alim of the Qawiu Aldhihin Clan

Credits 22
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Name Alim of the Qawiu Aldhihin Clan
Solarian (weapon) 3
LN Medium humanoid (Kasatha)
Init +1; Senses Perc +5, SM +1,

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Defense
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KAC 15, EAC 15
SP 21
HP 25
RP 3
Fort +3, Ref +2, Will +4

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Offense
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Speed :30 ft.
Melee:
Solar sword +6 (1d6+2+3+1 Electric [+2 from Strength Modifier, +3 from Weapon Specialization, +1 Electric from crystal]) Critical: Stagger, Special: Stun
Ranged:
Puslsecaster Pisol +4 (1d4 non-lethal on EAC)(30ft range),
Azimuth Laser Pistol +4 (1d4 Fire Damage on EAC)(80ft range),

Tactical Semi-Auto Pistol +4 (1d6 Piercing Damage on KAC)(30ft range),
Static Arc Pistol +4 (1d6 Electric Damage on EAC)(50ft. range)

Space: 5 ft.; Reach: 5 ft.
Special Attacks:
Spell-Like Abilities:

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Statistics
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Str 14, Dex 12, Con 11, Int 10, Wis 12, Cha 14
Base Attack: +3
Feats: Weapon Focus (solar weapon), Kip Up (Benefit: You can stand from prone as a swift action, rather than a move action.)
Theme: Xenoseeker
Languages: Common, Kasatha
SQ
Skills:
Acrobatics +7 1 rank, 3 class skill, 1 ability mod, 2 race bonus
Athletics +7 1 rank, 3 class skill, 2 ability mod, 2 race bonus,
Culture +8 3 ranks, 3 class skill, 2 race bonus,
Diplomacy + 8 3 ranks, 3 class skill, 2 ability mod
Life Science +6 3 ranks, 3 class skill ,
Perception + 5 1 rank, 3 class skill, 1 ability mod

Combat Gear:
Lashunta Tempweave, Basic,
Resilient Jacket (grants ability to re-roll a failed Fort. save everyday),
Pulsecaster Pistol,
Azimuth Laser Pistol,
Tactical Semi-Auto Pistol (with 85 additional small arm rounds),
Batteries (x2 with 20 charges each)
Tauon Crystal Least,
MK 1 Serum of Healing (x2)

Other Gear:
Environmental Clothing (Heat-> +2 to Fort. saves against hot environment),
Wildwise (see Special Abilities),
Beacon (50ft radius, 9 Charges),
Mobile Hotelier,
Binders (x2),
Titanium Alloy Rope (50ft.),
Industrial Backpack,
Hygiene Kit,
Field Rations (x3),
R2E (x3)

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Special Abilities
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Desert Stride: Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.

Four-armed:Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Solar Manifestation: You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your Solar Manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your Solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your Solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your Solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your Solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals can increase your Solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your Solar weapon is automatically dismissed if it ever leaves your hand.

Stellar Mode: The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.
When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).
At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith Revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.
Graviton Mode When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflexsaves. This bonus increases by 1 for every 9 solarian levels you have.
Photon Mode When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
Unattuned While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

Black Hole: When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this Revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this Revelation, you immediately become unattuned. Black hole functions as a zenith Revelation for the purposes of abilities that reference them.
Super Nova When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you immediately become unattuned. Supernova functions as a zenith Revelation for the purposes of abilities that reference them.

Dark Matter: As a move action, you can draw on the properties of dark matter to increase yur density, allowing you to resist physical damage. You gain damage reduction 1/_. This increases to DR 2/_ at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode… When you are attuned or fully attuned, your DR from Dark Matter is equal to half your solarian level.

Sidereal Influence:You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.

To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.

Skills chosen at level 3:
Graviton: Sense Motive (Wis)
Proton: Culture (Int)

Weapon Specialization:You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected Solar weapon as your Solar Manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.

Wildwise:The soft purple fungus called Wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an intelligence score of 1 or 2. You can attempt diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as "Danger", "Food", or "That way".

Bot Me!:

Prefers melee

[dice=Solar Weapon Attack (KAC)] 1d20 + 6 [/dice]
[dice= damage] 1d6 + 2 + 3 + 1 [/dice]

[dice= Static Arc Pistol Attack (EAC)] 1d20 + 4 [/dice]
[dice= Damage (Electric)] 1d6 (50ft. Range) [/dice]