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Valius Hunt's page

123 posts. Alias of Azrael Dukshi.


Full Name

Valius Hunt

Race

Human

Classes/Levels

Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Gender

Male

Size

Medium

Age

22

Alignment

NG

Deity

Sarenrae

Location

Absalom Station

Languages

Common

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

About Valius Hunt

Valius Hunt
Male Human Priest Solarion 2
NG Medium Male Humanoid (human)
Init +0, Perception +5
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DEFENSE
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HP 18, SP 16, RP 3
EAC 12 (10 +2 armour +0 dex+0 misc)
KAC 13 (10 +3 armor +0 dex +0 misc)
AC versus Combat Manuevers 22 (8+KAC)
Fort +3, Ref +0, Will +4
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OFFENSE
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Speed 30ft
Solar Weapon +5 1d6+3S
Starknife +4 1d4+3P
Tactical Semi-Auto Pistol +2 1d6P
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STATISTICS
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Str 16 Dex 10 Con 10 Int 10 Wis 13 Cha 14
BAB +2;
Feats: Cleave, Toughness
Skills (10 Ranks): Athletics +8, Diplomacy +7, Engineering +4, Intimidate +7, Mysticism +6, Perception +5, Sense Motive +5
Proficiencies: Light Armor; Basic and advanced melee weapons, small arms
Languages: Common
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SPECIAL ABILITIES
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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. (Piloting, Engineering)

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, 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.

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. 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 REVELATIONS
BLACK HOLE (SU) [GRAVITON MODE]
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) [PHOTON MODE]
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.

Stellar Revelation (Su)
2nd level: Stellar Rush (Su) - As a standard action, you may charge an opponent. When attuned or fully attuned, you may bull rush at the end of a charge instead of a standard attack. Regardless of the outcome of the bull rush, you deal 2d6 fire damage to the target of the bull rush.

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EQUIPMENT
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211 Credits
Starknife
Tactical Semi-Auto Pistol
Freebooter Armor MKI
Personal Comm Unit
Hygiene Kit
Flashlight
Fire Extinguisher
Engineering Tool Kit
Titanium Cable Alloy, 50ft
Rations (1 week)
30 Semi-Auto Pistol Rounds

Background:
Valius was born on Absalom Station, or rather on the Armada ship that his parents were part of the crew, The Spiraling Flare. Growing up a spacer, he ofter n helped his parents keep the ship from falling apart, amassing an impromptu education in the workings of space ships and basic engineering skills that he still carries with him today. But every day he would gaze out the solar shielded window as the sun, and feel a calling deep in his heart. His parents Sarenites, he zealously engaged in the readings and the annual pilgrimage to The Sun was always an occasion of joy.

On his twenty-first pilgrimage to the The Sun, the ship was caught in the wake of a solar flare that sent it careening high above the orbital plane of the system. For weeks and weeks the dozen remaining members of the ship, Valius included, painstakingly did everything that they could to survive. All the while Valius himself had to wonder why the Dawnflower would cause his family pain like that. His final conclusion was that this was a test of his faith. When he left the ship on a space walk for repairs and was thrown off to fly through the darkness of space, he prayed. That faith was rewarded as he found himself in possession of a solar mote, changing it into a brilliant yellow scimitar that managed to be the beacon that allowed his crew to find him and bring him home.

It has been over a year since then, and he feels that his gift has purpose more than being a solarion, but by being a warrior for Sarenrae's sake, to seek out evil and either bring them into the light, or crush them under the gravity of his sun. To that end, he decided to start his career with the Starfinders, knowing their reputation as explorers and having a letter of introduction from his parents' captain.