About BrivariusBOTTING:
Brivarius defaults to Photon Mode. Photon Mode Solar Flare with Least Tauon
Starship Combat
BRIVARIUS - - - - - - - 124796-708
DEFENSE - - - - - - - SP 8 HP 11 RP 4
OFFENSE
STATISTICS
SKILLS:
Acrobatics +7 ...... 1 rank 3 class 3 Dex Athletics +4 ....... 1 rank 3 class Diplomacy +7 ....... 1 rank 3 class 3 Cha Profession (Political Commentator) +12 (+13 for Dayjob) .... 1 rank 3 class 3 cha 4 toolkit 1 theme (+1 clothing) GEAR:
Consumables
Armor Augmentations
Tool Kits and Other Skill Bonus Items
Other
SPECIAL ABILITIES:
Gravity Adjustment Copaxis retain some of their ancient connection to the gravitational forces of the universe. A copaxi can adjust their personal gravity as a standard action. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing adjustment. A copaxi can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments only affect the copaxi and anything the copaxi is carrying; they do not affect thrown weapons. The copaxi cannot adjust to or from extreme or zero gravity. Regenerative Evolution A copaxi gradually reshapes its body and neural networks to overcome new challenges. Each time a copaxi gains a level, it can retrain all the choices of one previous character level, as though it had used a mnemonic editor. They must have qualified for any new selections at the retrained level. Natural Communicator A copaxi quickly adapts to and adopts new forms of communication. Each time a copaxi gains a rank in Culture, they learn 2 languages rather than 1 language.
THEME ABILITIES:
Icon Theme Knowledge Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. CLASS ABILITIES:
Proficiencies
Skill Adept [Diplomacy, Bluff]
Solar Manifestation (Su)
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 Flare
Your solar flare functions as a one-handed uncategorized small arm that targets EAC (though it can’t be used to make trick attacks, if you have that class feature), and you’re automatically proficient with it. At 1st level, choose whether your solar flare deals cold damage or fire damage. You can change the damage type each time you gain a new solarian level. Your solar flare deals 1d4 damage and has a range increment of 60 feet. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. Unlike most small arms, when you gain Weapon Specialization at 3rd level, you add your full solarian level to damage with your solar flare, as opposed to half. If you are a multiclass solarian, you add only your full solarian level and half your levels in other classes to damage with your solar flare. Any solarian class features (including stellar revelations and zenith revelations) that specifically affect melee weapons (such as the flashing strikes class feature) function with your solar flare, even if they normally work only with melee attacks. Anything that specifically affects solar weapons (such as solarian weapon crystals) affects your solar flare in the same way, though it can’t gain any weapon special property, critical hit effect, or weapon fusion that can’t be applied to a small arm. Forming or dismissing a solar flare 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 flare is automatically dismissed if it ever leaves your hand. Stellar Mode (Su)
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. Graviton Mode
Photon Mode
Unattuned
Stellar Revelation
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. (1) Black Hole 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. (1) Supernova 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. FEATS:
(1) Weapon Focus (small arms) Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead. BOONS:
Faction Second Seeker (Jadnura) Champion Personal Copaxi Admittance Promotional Starfinder Player Character Folio: You can use this boon, once per session, in one of two ways. The first option is to reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP). The second option is to reduce the DC of any single starship combat check (including a gunnery check) by 4; this decision must be made before making the check. Ally none Social none Starship none Slotless none |
