Karzoug the Claimer

Soryn Varuca's page

62 posts. Organized Play character for PJP.


Full Name

Soryn Varuca

Race

Korasha Lashunta Xenoseeker Solarion 1

Classes/Levels

St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

Gender

Male

Size

Medium

Alignment

Neutral-Good

Strength 14
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 8
Charisma 16

About Soryn Varuca

Soryn Varuca
NG Medium humanoid (lashunta)
Korasha lashunta Xenoseeker Solarion 1 / Envoy 1
Charismatic, Sun powered Seeker of new civilizations
Languages: Common, race, home world, +1

HP: 17 (4 lashunta + 7 Solarian + 6 Envoy )
Stamina: 15 (7 + 1 Con + 6+1)
Resolve: 3 (+3 Chr key)

EAC: 12
KAC: 13

Fort: +3 (+2 Solarian +0 Envoy +1 Con)
Reflex: +2 (+0 Solarian +2 Envoy +0 Dex) Graviton Stellar Mode: +1 Reflex
Will: +3 (+2 Solarian +2 Envoy -1 Wis)

BAB: +1 (+1 Solarian +0 Envoy)
Init: +0

Melee:
Solar Manifestation: Bo staff (bludgeoning)
Att: +3 (+1 BAB +2 Str)
Dmg: 1d6+2 S (+2 Str) Photon Stellar Mode: +1 Damage

Ranged:
None

S 14 (+2) D 10 (+0) C 12 (+1) I 13 (+1) W 8 (-1) Ch 16 (+3)

Stats:

S 14 (+2) 10+2+2
D 10 10+0
C 12 (+1) 10+2
I 13 (+1) 10+3
W 8 10+0-2 (Brash)
Ch 16 (+3) 10+3+2+1

FEATS
1st: Veiled Threat

Feat Descriptions:

Veiled Threat
You can be so subtle not even the people you threaten are entirely sure you threatened them.
D Prerequisites: Cha 15, Intimidate 1 rank.
D Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.

SKILLS 14 (4 + 1 Int +8+1)
Acrobatics* +4 (+0 Dex +1 rank +3 class)
Athletics* +6 (+2 Str +1 rank +3 class)
Bluff* +7 (+3 Cha +1 rank +3 class)
Computers* (+1 Int)
Culture* +5 (+1 Int +1 rank +3 class)
Diplomacy$* +9 +1d6 (+3 Cha +1 rank +3 class +2 race)
Disguise* +3 (+3 Cha)
Engineering* +5 (+1 Int +1 rank +3 class)
Intimidate* +9 (+3 Cha +1 rank +3 class +2 race)
Life Science* +5 (+1 Int +1 rank +3 class)
Medicine* +5 (+1 Int +1 rank +3 class)
Perception* +3 (-1 Wis +1 rank +3 class)
Piloting* +0 (+0 Dex)
Profession*
Sense Motive$* +3 +1d6 (-1 Wis +1 rank +3 class)
Sleight of Hand* +4 (+0 Dex +1 rank +3 class)
Stealth* +4 (+0 Dex +1 rank +3 class)
Survival* +3 (-1 Wis +1 rank +3 class)

+2 to 2 skills (race), 2 more skills (Survival, Life Science) are class skills (solarian)
$ Skill Expertise (Sense Motive, Diplomacy) as long as 1 resplove point, +1d6 to roll

Credits: 882 + 864

Equipment
Freebooter armor 1 (750, +2E, +3K, +4 Max Dex, ACP0, L)

Special Abilities:

Theme: Xenoseeker (+1 Chr)
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability
adjustment of +1 to Charisma at character creation.

Race: Lashunta
Korasha lashuntas are muscular (+2 Strength at character creation) but often brash and unobservant (–2 Wisdom at character creation).

Lashuntas gain the following spell-like abilities:
At will: daze, psychokinetic hand
1/day: detect thoughts
See Spell-like Abilities on page 262. The caster level for these effects is equal to the lashunta's level.

LIMITED TELEPATHY
Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

STUDENT
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.

Class: Solarian Key Ability: Charisma
ARMOR PROFICIENCY Light armor

WEAPON PROFICIENCY Basic and advanced melee weapons and small arms

SKILL ADEPT 1st Level
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.

SOLAR MANIFESTATION (SU) 1st Level
At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian.

You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed.

Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.

Solar Weapon
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 (see page 170) 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 (SU) 1st Level
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 (see page 242). 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 Reflex saves. 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.

STELLAR REVELATION 1st Level
As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations on page 104). The list of stellar revelations begins on page 103.

Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.

Known Revelations:
Black Hole (Su)
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.

Supernova (Su)
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.

ENVOY IMPROVISATION
Get ’Em (Ex)
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

EXPERTISE (EX) 1st Level
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining.
At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and
20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.

SKILL EXPERTISE (EX) 1st Level
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

Future Planning: Starfinder Forerunner archetype at level 2? Going to delay a superpower and lose 3 revleations, so think carefully.

5th level: Add 2 each to Ch (18), Wis (10), Str (16), and Dex (12) or Con (14)

Loot Notes:

- Added 200 credits 8/25/17
- paid for efficiency 16 on 8/26/17
- added 448 credits 9/11/17 (total 882)