Altronus the Solarian's page

53 posts. Alias of Redelia.


About Altronus the Solarian

Male kasatha scholar solarian 4
LN Medium humanoid (kasatha)
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE SP 32 HP 32 RP 3
EAC 16; KAC 16
Fort +5; Ref +2; Will +5
Defensive Abilities dark matter
OFFENSE
Speed 30 ft.
Melee solar weapon +7 (1d6+1d3+6 S; critical knockdown)
Ranged tactical semi-auto pistol +5 (1d6+2 P; analog) or
frag grenade I +2 (explode [15 ft., 1d6 P, DC 7])
Offensive Abilities black hole, plasma sheath, solar
manifestation (solar weapon), supernova
STATISTICS
Str 14 (+2); Dex 12 (+1); Con 12 (+1); Int 11 (+0); Wis 12 (+1);
Cha 12 (+1)
Skills Acrobatics +10, Athletics +10, Diplomacy +8, Life
Science +5, Perception +5, Stealth +6; (reduce the DCs
of Life Science checks by 5 when recalling knowledge
about xenobiology)
Feats Blind-Fight, Weapon Focus (advanced melee weapons)
Languages Common, Kasatha
Other Abilities desert stride, four-armed, sidereal influence,
stellar mode
Combat Gear mk 1 serums of healing (2), frag grenades I (2),
medpatch; Other Gear defrex hide (upgrade: infrared
sensors), least graviton crystal, tactical semi-auto pistol
with 30 small arm rounds, beacon, everyday clothing, field
rations (1 week), flashlight, hygiene kit, personal comm
unit, titanium alloy cable (100 ft.), credstick (33 credits)
SPECIAL ABILITIES
Black Hole (Su) When fully attuned to graviton mode, as a
standard action Altronus can pull any number of creatures
he targets that are within 20 feet of him toward him. Each
target must succeed at a DC 13 Fortitude save or move
5 feet closer. This movement doesn’t provoke attacks of
opportunity. After using this power, he becomes unattuned.
Blind-Fight When Altronus misses a melee attack because
of concealment, he can reroll his miss chance once to
see if he actually hit. He is not flat-footed against melee
attacks from creatures he cannot see, can withdraw from
creatures he cannot see, and doesn’t need to attempt an
Acrobatics check to move at full speed while blinded.
Dark Matter As a move action, Altronus can gain DR 1/— for
1 round. When Altronus is attuned or fully attuned to
graviton mode, he can instead gain DR 2/—, and the DR
lasts as long as he remains graviton-attuned.
Darkvision Altronus can see up to 60 feet in total darkness.
Desert Stride Altronus can move through nonmagical
difficult terrain in deserts, hills, and mountains at
his normal rate.
Four-Armed Altronus has four arms, all of which
can wield and carry items normally, though this
does not affect how many attacks he can make
each round.
Plasma Sheath As a move action, Altronus can cause all his
solar weapon damage to become fire damage (though
attacks still target KAC) for 1 round. If he is attuned
or fully attuned to photon mode, he also increases the
damage dealt by 2, and the effect lasts as long as he
maintains stellar attunement.
Sidereal Influence Outside of combat, Altronus can tap into
stellar influences to assist in him various tasks. He must
meditate for 1 minute and then chooses either Diplomacy
or Stealth. He adds a +1d6 insight bonus to checks
with the selected skill until he enters combat, falls
unconscious, sleeps, or meditates to choose another skill.
Solar Manifestation (Solar Weapon) Altronus has a mote
of yellow light that orbits him. He can grab this and turn
it into a solar weapon with the same ease as drawing a
weapon. It is considered a one-handed advanced melee
weapon that deals 1d6 slashing damage.
Stellar Mode At the beginning of Altronus’s first round
in a combat, he must choose one of three modes—
graviton-attuned, photon-attuned, or unattuned. If
graviton- or photon-attuned, he gains 1 attunement
point for the appropriate mode. Each round, he
either maintains that mode (gaining another point of
attunement, to a maximum of 3), or becomes unattuned
(losing all attunement points, and he can then enter a
new mode on the following turn). If Altronus has 1 or 2
points in a mode, he is attuned to that mode. If he has 3
points in a mode, he is fully attuned to that mode. Some
of his abilities function only when he is attuned or fully
attuned to the graviton or photon mode.
When attuned in graviton mode, Altronus gains a +1
insight bonus to his Reflex saves.
When attuned in photon mode, Altronus gains a +1
insight bonus to damage rolls.
Supernova (Su) When Altronus is fully attuned to photon
mode, as a standard action he can deal 5d6 fire damage
to all creatures within 10 feet of him (Reflex DC 13 half).
After using this power, Altronus becomes unattuned.
GEAR DESCRIPTIONS
Beacon This handheld light increases the light level by
one step in a 50-foot radius. It can operate for 10 hours
before its battery must be recharged or replaced.
Defrex Hide While wearing this armor, Altronus can close
its environmental seals and survive in a vacuum (or
other harsh environment) for up to 4 days. Its infrared
sensors give Altronus darkvision.
Flashlight This handheld light increases the light level by
one step in a 20-foot cone. It can operate for 10 hours
before its battery must be recharged or replaced.
Least Graviton Crystal This solarian weapon crystal is
part of Altronus’s solar manifestation. It adds 1d3
damage and the knockdown critical effect to his solar
weapon (these benefits are already added in to his solar
weapon attack above).
Medpatch Altronus can use this to attempt an untrained
Medicine check with a +10 bonus to perform the first
aid, long-term stability, treat disease, or treat drugs or
poison task.
Mk 1 Serum of Healing Drinking a vial of this serum
restores 1d8 HP.
Tactical Semi-Auto Pistol This small arms weapon fires
physical bullets and can be fired nine times before it
must be reloaded.
Titanium Alloy Cable This 100-foot-long cable is designed
for climbing or securing loose cargo.