Dexinis

Allain's page

47 posts. Alias of JAF0.


Full Name

Erythril a'Sturiel aka Allain Hastur

Race

drow solarian / 1

Classes/Levels

skills:
acro 7, bluff 3, diplo 3, disguise 3, intim 7, perc 4, pilot 3, sm 0, stealth 7

Gender

HP 11/11, Sta 7/7, res 4/4; EAC 14/15, KAC 15/16, ACvsCM 23/24; fort 2, refl 3, will 2; bab 1, melee 1, ranged 4, thrown 1; init +3 |

Alignment

CG

Languages

common, Drow

Strength 10
Dexterity 17
Constitution 10
Intelligence 10
Wisdom 10
Charisma 16

About Allain

racial features, Drow:

Ability Adjustments: +2 Dex, +2 Cha, –2 Con
Hit Points: 4
Size and Type: Drow are Medium humanoids with the elf subtype.
Darkvision: Drow have darkvision with a range of 60 feet.
Drow Immunities: Drow are immune to magical sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.
Drow Magic: Drow gain the following spell-like abilities. The caster level for these effects is equal to the drow’s level. At will—dancing lights, detect magic In addition, drow count as having the Minor Psychic Power feat for the purpose of meeting prerequisites, and if a drow takes the Psychic Power feat, she can add the drow noble’s limning light supernatural ability to the list of spell-like abilities available to her.
Keen Senses: Drow receive a +2 racial bonus to their Perception checks.
Light Blindness: A drow exposed to bright light is blinded for 1 round, and dazzled as long as she remains in areas of bright light.

theme features, outlaw:

stat bonus+1 dex
theme knowledge: -5 dc to culture checks re: criminal underworld, slt of hand is a class skill,

class features, solarion:

Hit Points: 7
Stamina Points: 7 + Constitution modifier
Key Ability Score: Your Charisma lets you channel your connection to the cosmos, so Charisma is your key ability score. A high Strength score can make you better at melee attacks.
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex)
skills 4+int bonus
proficiencies light armor, basic and advanced melee weapons, small arms
skill adept pick any two additional class skills
solar manifestation 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, 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 Armor You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your Solar Manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your Solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter.

Forming or dismissing solar armor is a move action.

Stellar Mode (Su) 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 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 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).

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.

feats:

longarm proficiency

equipment:

carry capacity: unencumbered 5, encumbered 10, overburdened 11

backpack
star knife, tactical +1, 1d4P
azimuth laser pistol +4, 1d4F (crit 1d4 burn) range 80, 20 chgs
pulsecaster rifle +4, 1d6E NL, 20 chgs
second skin
everyday clothing
personal comm unit
credstick 183

total bulk 1.4

background:

Erythril a’Sturiel was born to a noble drow household. His upbringing was fairly normal for a young drow destined to either fight for his own house or, if comely and fertile, perhaps simply father the next generation for an allied House. There was little chance for better for a male of his status. He was well-educated but perhaps not as well as his sisters. He accepted his lot in life until he was married off to a distant cousin. Oil and water would be an understatement of their relationship. She loathed him, he despised her. She was first born to the powerful House Ardais… much more powerful than the A’Sturiel line. But she was, by drow standards, plain… worse than plain, homely. He didn’t hate her for that. She had the personality of a viper. Hateful and hated, no one could really stand her and her new husband was no exception. He did his duty and fathered a child by her. But the bairn stillborn, His wife survived. She blamed him and his foul seed. He seethed to be free of her, but had little choice but to act the dutiful husband. Their second child, a girl, was born healthy. She doted on the babe, and he distanced himself from them both as much as he could. He turned back to his early education, staying fit with physical training and maintaining sanity through study, reading everything in the family library. It wasn’t long before the child was old enough for proper training with tutors and guardians, and Erythril’s wife wanted another. He swallowed his disgust and obliged reluctantly. When she was almost due to deliver their third, they argued as married couples do… it escalated… weapons were drawn, but she was no match for him, despite her magics. He left her bleeding out and sure he’d killed her. He grabbed a few things, enough to start a new life and fled, unsure if he’d killed his wife or not.

Hunted and reviled, he sought refuge with his family but they turned him away. The Ardais family had already looked for him there, and were sure to be watching them. Sent away from the only source of succor he could expect anywhere, he fled drow lands and looked for any place of safety. He spent months on the run, hopping from planet to planet, but always they were on his trail.

Finally, he found an enclave of outlaws who allowed him to stay. The Black Sun Clan were mercenaries, black marketeers, and criminals, mostly drow, but a few other races as well. He worked with them for seventeen years, doing almost any kind of work they asked of him. He was already a murderer, having killed his wife and unborn child. There was little more he could do to debase himself, so what was the point of having a conscience. He specialized in arms dealings, but wasn’t above even wetwork when needed.

Seventeen years after joining the Black Suns, the Ardais family approached the Black Suns, seeking Erythril, and offering a huge bounty and a promise of future contracts, if they find him… Even though he hadn’t used that name for all those years, their description of him was quite accurate and there was little doubt as to who they were looking for. His scars and tattoos were unmistakable.

The Ardais contingent who had approached the Black Suns Clan sent their best to collect him. Even though he’d already packed, he wasn’t quite fast enough to elude them. He was taken in chains to the Ardais representatives on their ship. They were barely adults… a girl and a boy… still adolescents, but he knew the girl by name when she was introduced…. His own daughter Cythrin.

The boy, Enee, walked over to him and stared at him long and hard before striking him. But something happened when he did. The boy’s hand began to glow a deep red and Erythril’s whole body flared into purple-black emanations… Nothing like this had ever happened to him before… the boy’s hand almost bounced off him. He felt a hot burning sensation, but the boy’s hand never touched him… He sneered. Enee struck at him again and again, but nothing got through… Cythrin walked ever to Enee and grabbed his wrist to stop him… She whispered in his ear and the boy, who was sobbing by now, stopped and fell against her. ”You killed our mother… and almost killed Enee. I should have you put to death. Have you anything to say in your own defense… father.” she spit the word as if it befouled her mouth to speak it.

Erythril shrugged, which caused the girl’s face to darken with a deep scowl. The glow around him faded, and he sighed, waiting for the inevitable. This is where he’d die, he was sure of it. Cythrin released Enee and took the few steps to Erythril. ”You killed not only your wife, and our mother, but the head of your own House by marriage. You deserve a slow, painful death. But I’ve no time for such things right now.” She pulled out her knife… a viscious curved blade, covered with a sheen of dark oily substance. She sliced at his neck and his groin and then stabbed him between the ribs and up. ”Die, traitor.” She handed the blade to Enee, who took a half-hearted stab at his father as well, but unlike his sister, he seemed spent, and lacked the resolve for a deep strike. They turned and walked out.

His captors tossed him down on the ground and left him to bleed out. They left a guard at the door, but the rest walked out, an honor guard for the heirs. Erythril lay there, bleeding slowly and feeling the poison course through him… He saw a golden light that hurt his eyes, he closed them and waited for oblivion.

It came and went… and came again… he faded in and out of the light. When he woke, he was lying on a clean bed in a small but clean infirmary. He was alone… but he could hear someone moving about nearby. He sat up, or tried to, but he was strapped to the bed. ”Hello? Hey!”

A lashunta nurse and mystic came flowing into the room. She spoke to him telepathically. ”Be calm, you’ve been badly hurt and still not fully healed. You must lie still until the second skin grafts are complete.”

”But how? Why? Who? I was dying.. or dead already… “

”No worries right now, those are questions for another day. You were brought here with the proviso that we preserve you for the greater good.”

He lay in the bed for a few more days while tended to by a succession of caregivers and doctors. No one talked to him much, they were professional and distant. When he was released from the bed, he was asked to sit up a while before trying to walk. While he sat on the edge of the bed, a visitor came, a human, older and wizened.

”I have been waiting for you, Erythril. I am called Toad… I am your mentor, if you’ll have me. Not that you have a lot of choice… you should be dead. But you’re not. I didn’t save you, at least not physically, but I believe I can help you save yourself now. Will you come with me?”

Erythril blinked like a deer in headlights for a moment. ”Well, Toad… are you sure it’s Toad? I mean, did you hear them properly?… If they know I’m still alive, you can’t save me. They’ll come looking for me again. And how can I save myself?”

”Don’t worry about the Ardais Family… they believe you dead and your body spaced… they won’t look for you again. The Black Suns are happy to be rid of you as well, as you’re now a liability to them. I’m it, boy. Take it or leave it.”

Given the circumstances, Erythril took the offer and went with Toad. Three years later, under Toad’s careful tutelage, he learned to disguise himself, to fight with a different style than any he’d used before, and thanks to the new scars and some new tattoos, his old ones were less identifiable. He learned to control the new gift that had ‘erupted’ spontaneously when he came into physical contact with his son. And even more important, he turned his back on his old ways… Toad was ultimately a good soul, more than Erythril knew, for Toad was an angel, specializing in converting the hopeless. Conversion is no easy feat, but Erythril was on the right track with Toad as his guide.

But even an angel can have a nemesis and Toad was no exception. His nemesis was Raziel, a fallen angel. Raziel came for Toad while Erythril was out one day… when he returned to their home, he found his mentor dying on the floor, as he’d once been found by Toad years before… Heartbroken, Erythril stayed by Toad’s side as he lay dying. Toad’s last words to Erythril were ”Seek the Starfinders, find your path with them.” Raziel stood in the shadows, unseen by Erythril, and once satisfied by Toad’s demise, he gated out quietly. Erythril barely caught sight of him slipping through the portal. Raziel’s form and face are burned in his memory. I WILL find him… or it… and end its existence… for Toad.

He packed up his few belongings and headed to the nearest starport to find passage to Absalom, as his mentor had advised him, to seek the Starfinders.

Erythril has taken the name Allain Hastur, spending a goodly amount of his small starting cash on his new identity. (leaving only about 1000 creds in belongings).