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About Bal'nek RubikBal’nak Rubik
Description:
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Defense:
STA: 9, HP 13, RES: 3 Armor:
Saving Throws:
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Attacks:
Attack: BAB: 1 Melee: 3 (1 BAB +2 Str) Ranged: 2 (1 BAB +1 Dex) Thrown: 3 (1 BAB +2 Str) Weapons:
Singing Disk; Sopranino + 3 Level: 1, Damage: 1d4 (Sonic)
Unarmed Strike: +3 Damage: 1d3 + 2 (Lethal)
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Statistics:
Ability Scores: Str: 14 (+2) Dex: 12 (+1) Con: 14 (+2) Int: 08 (-1) Wis: 10 (+0) Cha: 14 (+2) Feats:
Languages:
Experience Points:
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Skills:
Skills: Acrobatics*(Dex) -1
Skill Notes:
Class Skills:
Class Feature: Skill Adept
Theme Feature:
Alternate Racial Ability: Observant
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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.
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.
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Theme:
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)
Guarded Ward (6th Level)
Able Guardian (12th Level)
Security Review (18th Level)
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Class Abilities:
Proficiencies:
Skill Adept
Solar Manifestation
Solar Weapon:
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:
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
Graviton Mode
Unattuned
Stellar Revelation:
Sidereal Influence:
Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)
Weapon Specialization:
Flashing Strikes:
Zenith Revelations:
Solarian's Onslaught:
Stellar Paragon:
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Stellar Revelations:
1st Level Every solarian gains the following stellar revelations at 1st level. Black Hole (Su)
Supernova (Su)
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Equipment:
Equipment: Weapons:
Z-Boson Crystal, Shard (Lvl 1/CR 115/Dmg: + 1/ Crit: Push (5 ft.)/ Bulk: -) Soulfire Weapon Fusion, Level 1
Armor:
Other Gear:
Total Bulk: 5 / 8L Carrying Capacity:
Credits:
-------------------- Background & Concept:
Concept:
Background:
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