Bal'nek Rubik's page

16 posts. Alias of Adderyn.

Full Name

Bal'nak Rubik




Solarion/ 1 STA: 9|HP: 13|RES 3| KAC 16| EAC 13|AC vs. CBM 24| Fort + 4, Ref + 1, Will + 2| Init + 1| Perc +8| Speed 30 ft. 20 ft. in Armor





Special Abilities

Low-light vision




Common, Vesk

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

About Bal'nek Rubik

Bal’nak Rubik
Male Vesk Solarion 1
LN Medium humanoid (Vesk)
Init + 1, Senses: Low Light Vision, Perception + 8

Bal’nak stands 7 feet tall and weighs 280 pounds.
His shiny scales are a dark green in color, and his eyes are a dark shade of orange.



STA: 9, HP 13, RES: 3

KAC: 16 (+5 Armor + 0 Dex, + 1 Racial)
EAC: 13, (+2 armor, +0 Dex, +1 Racial)
AC vs. CBM 24 (+16 KAC)

Saving Throws:
Fort: + 4 (2 base +2 Con)
Ref: + 1 (0 base +1 Dex)
Will: + 2 (2 base +0 Wis)



BAB: 1
Melee: 3 (1 BAB +2 Str)
Ranged: 2 (1 BAB +1 Dex)
Thrown: 3 (1 BAB +2 Str)

Solarian Solar Weapon Level: 1 Attack: +3 Damage: 1d6 + 5 (+ 2 Str, + 2 Cha, + 1 Crystal)
Critical: Push (5ft), Type: P, Special: Z-Boson Crystal, Shard, Soulfire Weapon Fusion

Singing Disk; Sopranino + 3 Level: 1, Damage: 1d4 (Sonic)
Critical: Confuse Type: Sonic Range: 20ft. Special: Analog, Confuse, Called Fusion

Unarmed Strike: +3 Damage: 1d3 + 2 (Lethal)
Critical: x2 Type:



Ability Scores:
Str: 14 (+2)
Dex: 12 (+1)
Con: 14 (+2)
Int: 08 (-1)
Wis: 10 (+0)
Cha: 14 (+2)

Level 1: Cleave - You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, base attack bonus +1.

Common, Vesk

Experience Points:
XP Earned:
Next Level:




Acrobatics*(Dex) -1
Athletics* (Str) + 4
Bluff (Cha) + 2
Computers (Int) – 1
Culture (Int) – 1
Diplomacy (Cha) + 6
Disguise (Cha) + 2
Engineering (Int) -1
Intimidate (Cha) + 2
Life Science (Int) - 1
Medicine (Int) - 1
Mysticism (Wis) + 0
Perception (Wis) + 8
Physical science (Int) - 1
Piloting (Dex) + 1
Sense Motive (Wis) + 0
Sleight of Hand* (Dex) -1
Stealth* (Dex) -1
Survival (Wis) + 0

Skill Notes:
Skill ranks per level: 3 (4 Class, -1 INT)
* = Armor check penalty -2 applies
Italics indicate Class Skill

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)

Class Feature: Skill Adept
Engineering (Int), and Survival (Wis) become Class Skills

Theme Feature:
Theme Knowledge +1 bonus to perception checks or becomes a class skill,
Reduce DC of Engineering/Mysticism checks to identify technology/ magic items by 5 if item is Security or Surveillance system or Trap.

Alternate Racial Ability: Observant
+ 3 Racial Bonus to Perception


Racial Abilities:

Size and Type : Vesk are Medium humanoids with the vesk subtype.

Armor Savant: Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.

Fearless: Vesk receive a +2 racial bonus to saving throws against fear effects.

Low-Light Vision: Vesk can see in dim light as if it were normal light. For more details, see page 264.

Natural Weapons: Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Observant: Some vesk learn to watch their environment and other creatures around them for signs of danger. Vesk with this racial trait select either Perception or Sense Motive. They gain a +3 racial bonus to checks with the chosen skill. Once this choice is made, it cannot be changed. This replaces Fearless.



Guard (+1 Str or +1 Dex)

You are a guard, lookout, or forward scout, and it’s your job to keep a constant eye out. You might be an independent contractor whose clients change regularly, a lookout for a criminal organization, an elite military agent assigned to visiting political leaders or rich celebrities, or a permanent employee protecting a secure facility, a VIP, or even a friend. Regardless, you’re trained to identify threats and keep your client and their property safe.

Theme Knowledge (1st Level)
You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap. In addition, Perception becomes 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 Perception checks. In addition, you gain an ability adjustment of either +1 to Strength or +1 to Dexterity (your choice) at character creation.

Guarded Ward (6th Level)
You focus on protecting a particular person or place, which becomes known as your ward. You must study a specific creature or a specific location (such as a building or starship) for 1 day to make it your ward. If your ward is a creature, you automatically succeed at checks to aid another with your ward when you are adjacent to them. If your ward is a location, you succeed at checks to aid another with anyone adjacent to you when you are both within your ward. You can change your ward by selecting a new one and studying it for 1 day.

Able Guardian (12th Level)
Those who have come to rely on you know you are vigilant and ready to help at a moment’s notice. You know when something just doesn’t feel right, and you’ve saved the life of more than one client. You can perform the first aid task of the Medicine skill as a move action rather than as a standard action, and you can perform the sense mental effect task of Sense Motive as a full action instead of taking 1 minute. In addition, you gain a +4 insight bonus to Fortitude saving throws against sleep deprivation.

Security Review (18th Level)
Nothing makes you feel more at peace than going over security procedures and verifying that you have covered every angle, filled every gap, and tightened every loophole to ensure your ward is safe from harm. Once per day, you can spend 10 minutes reviewing security precautions you have taken for your ward and recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. In addition, once per day when you witness your ward being damaged by or failing a saving throw against an effect from a significant enemy, you recover 1 Resolve Point as a reaction.


Class Abilities:

Armor Proficiency: Light Armor Proficiency
Weapon Proficiency: Basic melee weapons, advanced melee weapons, and small arms

Skill Adept
[Level: 1] 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
[Level: 1] 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:
[Level: 1] 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.

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.

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.

While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

Stellar Revelation:
[Level: 1] 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). The list of stellar revelations begins on Stellar 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.

Sidereal Influence:
[Level: 3] 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.

Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)
Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha), Medicine (Int), Survival (Wis)

Weapon Specialization:
[Level: 3] 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.

Flashing Strikes:
[Level: 7] Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Zenith Revelations:
[Level: 9] At 9th level and again at 17th level, you gain two powerful stellar revelations. Choose two revelations from the zenith revelations list: one graviton revelation and one photon revelation. The list of zenith revelations begins on page 107.
Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned.

Solarian's Onslaught:
[Level: 13] When making a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. If you have the flashing strikes class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks.

Stellar Paragon:
[Level: 20] You are the spiritual kin of the stars themselves. As a move action, you can raise or lower light levels within 30 feet of yourself by one step. When you enter a stellar mode, you gain 2 attunement points of the corresponding type immediately and are considered attuned, and when you keep your current stellar mode at the start of your turn, you can gain 2 attunement points instead of 1, allowing you to become fully attuned after 2 rounds.
In addition, you can spend 1 Resolve Point to gain enough attunement points to be fully attuned on the first round of combat (but not after using a zenith revelation), or spend 1 Resolve Point at the start of your turn in combat to exchange all of your attunement points in one stellar mode for an equal number of attunement points in the other mode. For example, you can switch from being fully attuned in graviton mode to being fully attuned in photon mode.


Stellar Revelations:

1st Level
Every solarian gains the following stellar revelations at 1st level.

Black Hole (Su)
Graviton Revelation
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 Revelation
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.




Singing Disk, Sopranino Sonic (Lvl 1/CR 115/ Dmg: 1d4 Sonic/ Crit: Confuse/ Bulk: L/ analog, thrown (20 ft. + Called Fusion)

Z-Boson Crystal, Shard (Lvl 1/CR 115/Dmg: + 1/ Crit: Push (5 ft.)/ Bulk: -)

Soulfire Weapon Fusion, Level 1
The soulfire fusion (and soulfire fusion seals) can only be applied to solarian weapon crystals. When you hit a target with a solar weapon augmented by a solarian weapon crystal with the soulfire fusion, you add your Charisma bonus to the damage done, in addition to your Strength bonus.

Golemforged Plating, 1 (Lvl 1/250 CR/ EAC +2/ KAC +5/Max Dex: 0/ ACP -3/ -10 ft./ Upgrade 0/ Bulk 3)

Other Gear:
[Spare] Comm unit, [spare]Flashlight, Kit (Engineering), (1) Week field rations, Hygiene kit, (5) sets of regular clothes, (2) Mark 1 Healing Serum, Gear Maintenance Kit (+5) UPBs for use

Total Bulk: 5 / 8L

Carrying Capacity:
Unencumbered: 1-7 Encumbered: 7-14 Overburdened: 14 +


Background & Concept:

The charming goon. Gruff, but likeable being who’s the best friend to his allies, and a terror to his foes.
Loyalty, personal honor, and force of personality, even if a little slow on the uptake.