Knight of Ozem

Faraday Kuiper's page

23 posts. Organized Play character for CloakedInSmoke.


Full Name

Faraday Kuiper

Race

M Lashunta Solarian 1 | Perc +5 | Stealth: +5| HP 17/17 | Speed: 20'| AC: 18 (20 w/shield) | Fort: +4 | Ref: +7 | Will: +5

Classes/Levels

| Class DC 17 | Conditions: OK | Shield 10/10, Hd 5, BT 5 | Nimbus Surge ↺ Taking melee damage: ✦ Attacker rolls Fort vs pushed away 5'; ✧ Attacker takes 1 fire dmg (no save)| Hero Points: 2 | ◆ ◇ ↺ ✧ ✦

Gender

male

Age

25

Strength 4
Dexterity 2
Constitution 1
Intelligence 0
Wisdom 0
Charisma 2

About Faraday Kuiper

Appearance:
Faraday is 23 years old, 5’6" tall, with short dark hair, tan skin, iridescent bumps in many colors, and often wears sunshades. He is muscular and quick, but decidedly doesn't look like he fits either traditional Lashunta heritage. He has blue lightning patterns running down his arms, not tattoos but yet another gift of his prismeni heritage. He wears Shotalashu Armor, to which he's added a few golden sun highlights in honor of his solarian abilities and in homage to the Dawnflower. His phase shield, when activated, displays an image of an eclipsed sun. His solar nimbus manifests as golden light (or solid darkness, as it happens) hovering millimeters above his armor. His solar weapon is something like a scimitar, conducive for tripping and sweeping. His solar flare hovers near his left hand. A boom pistol sits at a holster on his belt.

Backstory:
Faraday (then Lumal) Kuiper was born to (who would later become) Free Captain Aurora Faradayay and Taeon Moonshot, conceived as her ship, the Morning Star, flew through the Drift after a raid. Shortly before birth, the ship was ambushed and his father, was grievously injured in their bid to escape. They agreed he should take Lumal to be raised in safety in Qabarat, since even after his cybernetics were installed to restore most of his bodily function, he did not feel like he was capable of piracy any more. He changed his name to Taeon Kuiper and got a job with a local security firm. When little Lum got old enough to not need constant supervision, Kuiper got a small ship he christened Solfege, and got into the cargo transport business and taught Lum helmsmanship as he grew up.

Lumal quickly discovered a penchant for electricity and at the age of 7 figured out he could power batteries and tech with his own innate energy. After, when he was about 15 and a competent copilot to his father, exposure to cosmic energies and his prismenic heritage finally fully manifested in solarian powers. Through trial and error (and hours of holovid instructional videos) he taught himself the very basics of his new powers. These came in handy in protecting him and his father from would-be thieves in port. When he was 17, he and his father met up with the Morning Star for a reunion. Both ships were ambushed again, this time by the Law’s Hammer, a ship of pirate hunters looking to cash in on a bounty. Lum was injured and shoved into a cloaked escape pod by his mother and launched away. They killed Captain Faraday, though in the end spared Taeon due to mistaking him and his freighter as victim of a raid by the Morning Star (and not a former pirate they would probably have liked to take in for a bounty).

A damaged ship of Saranrae clergy happened upon Lumal’s escape pod when its temporary cloak dropped and it started broadcasting a distress signal. They tended to his wounds and he, in turn, was able to act as a connection to the Drift in lieu of its damaged Drift engine, allowing it to reach a civilized planet for repairs. A solarian knight of Saranrae aboard the ship took Lumal as an apprentice, from then on paid homage to the Dawnflower. He returned to Qabarat to reunite with his father and told him he wanted to join the Exo-Guardians. Taeon gave him his blessing, and with it, his father's Shotalashu Armor. Finally, in prismeni tradition, he renamed himself Faraday in honor of his mother and his electrical abilities, and now seeks adventure in the Starfinder Society to protect the galaxy from threats and protect the weak.

Personality:
Faraday is cheerful, confident (perhaps overly so), but doesn't take well to threats against his allies. He loves piloting spaceships through the Drift, going to new places, and meeting new people. He struggles with impatience and recklessness when someone's in danger. He tries to remember Saranrae's teachings about forgiveness, but doesn't always succeed with those who have hurt his friends. He pays homage to Triune, but doesn't connect well with their edicts except in regards to the Drift.

Crunch:
Ancestry Lashunta (prismeni)
Background Spacefarer
Languages Common, Castrovelian
Class Solarion 1

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SENSES
[dice=Perception (E)]1d20+5[/dice]

DEFENSE
current HP 17
max HP 17
AC 18
Shield +2, Hd 5, 10/10 hp
Speed 20' (-5 armor penalty)
[dice=Fort (T)]1d20+4[/dice]
[dice=Ref (E)]1d20+7[/dice]
[dice=Will (E)]1d20+5[/dice]

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OFFENSE

Weapons
‾‾‾‾
[dice=Solar Blade (reach)]1d20+7[/dice]
[dice=Solar Blade (reach) MAP -5]1d20+7-5[/dice]
[dice=Solar Blade (reach) MAP -10]1d20+7-10[/dice]
[dice=S Damage]1d8+4[/dice]

  • ✦Graviton-Attuned When you successfully Strike a creature using your solar weapon, that creature treats all squares adjacent to the square where they were struck as being difficult terrain until the end of its turn.
  • ✧Photon-Attuned When you successfully Strike a creature with your solar weapon, you deal an additional amount of fire damage equal to half your level (rounded up).

[dice=Boom Pistol [boost 1, tech]]1d20+5[/dice]
[dice=Boom Pistol [boost 1, tech] MAP -5]1d20+5-5[/dice]
[dice=Boom Pistol [boost 1, tech] MAP -10]1d20+5-10[/dice]
[dice=Sonic Damage]1d6[/dice]
[dice=Sonic Damage + Boost1d6+1[/dice]

[dice="Solar Shot"]1d20+5[/dice]
[dice="Solar Shot MAP -5"]1d20+5-5[/dice]
[dice="Solar Shot MAP -10"]1d20+5-10[/dice]

[dice="✦ Bludgeoning Damage"]1d8[/dice]
[dice="✧ Fire Damage"]1d6[/dice]

  • ✦Graviton-Attuned 1d8 bludgeoning, 15'. On a critical success, you can attempt a Trip using your Athletics even if you don't have a free hand or are not adjacent to the target.
  • ✧Photon-Attuned 1d6 fire, 30'. On a critical success, the target also takes 1d6 persistent fire damage.

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SKILLS

[dice=Acrobatics (-)]1d20+2[/dice]
[dice=Arcana (-)]1d20[/dice]
[dice=Athletics (T)]1d20+7[/dice]
[dice=Computers (-)]1d20[/dice]
[dice=Crafting (-)]1d20[/dice]
[dice=Deception (-)]1d20+2[/dice]
[dice=Diplomacy (T)]1d20+5[/dice]
[dice=Intimidation (T)]1d20+5[/dice]
[dice=Medicine (-)]1d20[/dice]
[dice=Nature (-)]1d20[/dice]
[dice=Occultism (-)]1d20[/dice]
[dice=Piloting (T)]1d20+5[/dice]
[dice=Performance (-)]1d20+2[/dice]
[dice=Religion (-)]1d20[/dice]
[dice=Society (-)]1d20[/dice]
[dice=Stealth (T)]1d20+5[/dice]
[dice=Survival (-)]1d20[/dice]
[dice=Thievery (-)]1d20+2[/dice]

LORE
[dice=Drift Lore (T)]1d20+3[/dice]

CLASS DC
Solarian (T) 17

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Ancestry, Background, Class Feats & Features
‾‾‾‾
Ancestry: Lashunta
Heritage: Prismeni
Background: Spacefarer (+Con/Dex & +Free, Piloting & Drift Lore, Express Driver)
Proficiencies: Perception (E), Fort (T), Ref (E), Will (E)
Skills: Athletics (T) (class), Diplomacy (T) (steller arrangement), Drift Lore (T) (background), Intimidation (T), Piloting (T) (background), Stealth (T)
Weapon & Armor: Simple Weapons, Martial Weapons, Unarmed Attacks (T), Light Armor, Medium Armor, Unarmored Defense (T)
Spell Attack, Spell DC (T)
Solarian Class DC (T)

Ancestry Feats & Features
Limited Telepathy You can communicate mentally with creatures within 30 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and communicates no more information than normal speech would.

Prismeni Heritage You have an innate connection to the Drift You gain the prismeni trait, in addition to the traits from your ancestry. While in the Drift, you can automatically pinpoint the location of Drift beacons, Drift drives, Drift engines, and other Drift-related technology within a 100-mile radius. If you’re Piloting a starship that doesn’t have a Drift engine, you can serve as a connection between the Drift and that starship. This is a 1-minute activity that has the concentrate trait, and it allows the starship you’re Piloting to enter or exit the Drift. Once within the Drift, the starship travels via conventional thrusters, as normal. When you get a critical failure on a Piloting check to Navigate or Plot Course through the Drift, you get a failure instead. You can choose from prismeni feats and feats from your ancestry whenever you gain an ancestry feat.

1st Ancestry: Living Battery [concentration, prismani] Your body produces an overabundance of electrical energy, which you can emit as a blast of lightning or to power technological devices. You can cast the electric arc cantrip as a divine innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. When you cast electric arc, the spell’s targets become “1 or 2 creatures or tech items (in any combination).” If you target a tech item, that item isn’t damaged. Instead, it gains one of the following benefits.

  • ⚫︎If the item is a battery, the battery regains 2 charges per spell rank
  • ⚫︎If the item has a usage and is powered by a battery, that item’s usage is reduced to 0 for 1 round per spell rank.
  • ⚫︎If the item needs a continuous external power source (such as an item plugged into an electrical outlet or power grid) and is currently off or lacking a power source, that item turns on for 1 round per spell rank.

Skill Feats
Express Driver (background skill feat) You can optimize your vehicle’s performance, coaxing extra speed and choosing paths to avoid slowdowns. When calculating your travel Speed for the day while Piloting a vehicle, you can attempt a Piloting check to increase your vehicle’s travel Speed for long-term overland or aerial travel. The DC is determined by the GM but is typically based on the vehicle’s piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle’s travel Speed by half. This has no effect on your vehicle’s movement in encounters or on starships traveling through the Drift.

Solarian Feats & Features
Stellar Attunement As a solarian, your existence cycles between the aspects of stars. You begin with two aspects: photon (the power of stars to emit heat, light, and plasma) or graviton (the power of stars to attract and imprison objects through gravity). At any time, you are considered graviton-attuned, photon-attuned, or unattuned. Many of your abilities have additional effects based on your current attunement, and some abilities swap your current state of
attunement to another state. Your default state of attunement is dictated by the favored attunement of your selected stellar arrangement (see page 102). In encounter mode, you can use the Attune action to re-attune to your favored state. In exploration mode, you can take the Attunement Control activity to ensure that you are in constant control of what state of attunement you begin combat in, regardless of your favored attunement.

Solar Manifestations Your deep understanding of the stellar forces of the universe manifests in a variety of tangible ways. You can create and maintain all three different manifestations: solar flare, a solar nimbus, and a solar weapon. Your manifestations temporarily vanish if you become unattuned.

  • ⚫︎Solar Flare A small mote of solar power hovers nearby or appears embedded on some part of your body, such as the palm of your hand or on your face. This flare of energy can unleash energy in a short range. Your solar flare is otherwise treated as a martial ranged weapon in the brawling weapon group.
  • ⚫︎Solar Nimbus A layer of photonic energy surrounds you, overlaying your body or worn armor. It appears as a layer of glowing light or solid darkness, depending on your current state of attunement. The general appearance and shape of the nimbus is your choice and could appear as a thin layer of energy or imposing spiked energy armor layered atop your existing equipment. This design has no impact on its function and doesn't provide any additional bonuses.
  • ⚫︎Solar Weapon Through sheer will, you can call forth a tangible weapon comprised of the essence of the stars. When you Attune, you can manifest your weapon as part of the action. While manifesting your weapon, it appears in a free hand of your choice, unless it has the free-hand trait, at which point it can manifest in any hand. Your solar weapon is a martial melee weapon. It deals 1d8 of your choice of bludgeoning, piercing, or slashing damage. You can select up to two of the following traits for your weapon. Alternatively, you can select the reach trait for your weapon instead of selecting two of the following traits: disarm, free-hand, grapple, nonlethal, parry, shove, sweep, trip, versatile [B/P/S only]. You can select one of the following weapon groups for your weapon to be a part of: axe, brawling, club, flail, hammer, knife, pick, polearm, spear, sword. You can change the properties of your solar weapon through the Re-Forge Solar weapon activity.

Solarian Arrangement: Radiant Each solarian follows a specific stellar arrangement that determines how they approach their lives and operate in combat. These arrangements determine what attunement state a solarian begins encounter mode in, as well as access to additional abilities and skills. The light of a star shines more brightly than anything else in the cosmos, and you desire to shine just as brightly. As a follower of the radiant path, you channel that cosmic light into bursts of energy that manifest as flames or revitalizing photonic energy. There are few who understand the stellar fire of a star better than you, and you can channel that energy into personal enthusiasm, either by dedicating yourself to a profession or just having a radiant personality that appeals to others and makes you the center of attention.

  • ✧Favored Attunement: ✧Photon
  • ✧Revelations: initial, Supernova
  • Arrangement Skill: Crafting or Diplomacy

ACTIONS & ACTIVITIES
Attune ◆ (frequency: once per round) You steady your body and mind and attune yourself to your stellar focus. If you are unattuned or not in your favored state, you become attuned to the favored attunement of your stellar arrangement. You can also manifest any of your solar manifestations if they are currently dormant, and if you have the free hands to use them. [concentrate, solarian] (Special: In addition to the above usage, you can also Attune as a free action when you roll initiative.

Attunement Control While exploring, you have an attuned state of your choosing. If you Attune as a free action when you roll initiative, you can select your attunement regardless of your stellar arrangement's favored attunement. [concentrate, exploration, solarian]

Electric Arc ◆◆ (divine innate heightened cantrip)
[cantrip, concentrate, electricity, manipulate]
Range 30'
Targets 1 or 2 creatures or tech items (in any combination)
Defense basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save (DC 15).

If you target a tech item, that item isn’t damaged. Instead, it gains one of the following benefits.

  • ⚫︎If the item is a battery, the battery regains 2 charges per spell rank
  • ⚫︎If the item has a usage and is powered by a battery, that item’s usage is reduced to 0 for 1 round per spell rank.
  • ⚫︎If the item needs a continuous external power source (such as an item plugged into an electrical outlet or power grid) and is currently off or lacking a power source, that item turns on for 1 round per spell rank.

Nimbus Surge ↺ Trigger: You take damage from a melee attack. Your nimbus reacts to trauma.

  • ✦Graviton-Attuned The triggering creature must succeed at a Fortitude save against your class DC or be pushed 5 feet away from you.
  • ✧Photon-Attuned The triggering creature takes fire damage equal to half your level (rounded up).
[attuned, solarian]

Reforge Solar Weapon You spend 10 minutes focusing on the composition of your solar weapon. You can change the damage type of your weapon (typically between B, P, S), the currently selected traits for your weapon, and the weapon group your weapon belongs to. Your weapon maintains your selections until the next time you Reforge Solar Weapon. [concentrate, exploration, solarian]

Solar Shot ◆ You use your flare to unleash a directed blast of energy at a target. Make a ranged Strike against the AC of a creature in range. Add your Strength modifier to the damage roll. Your attunement determines the damage type and maximum range of the attack.

  • ✦Graviton-Attuned 1d8 bludgeoning, 15'. On a critical success, you can attempt a Trip using your Athletics even if you don't have a free hand or are not adjacent to the target.
  • ✧Photon-Attuned 1d6 fire, 30'. On a critical success, the target also takes 1d6 persistent fire damage.
[attack, attuned, solarian] Level (+4) The damage increases by one die.

Supernova ◆◆ (frequency: once per 10 minutes, requirement you are ✧photon-attuned) You unleash your pent-up aggression, causing it to erupt like the stellar events that end stars. You can choose to affect creatures in a 15' or 30' emanation. Each affected creature takes 1d8 fire damage and must attempt a Fortitude save against your class DC. If you chose the 30' option, you instead deal 1d6 fire damage.

  • ⚫︎Critical Success The creature is unaffected
  • ⚫︎Success The creature takes half damage and is dazzled for 1 round.
  • ⚫︎Failure The creature takes full damage and is blinded for 1 round.
  • ⚫︎Critical Failure The creature takes double damage and is blinded for 1 minute.
[attuned, cycle, solarian]

1st: Stellar Rush ◆◆ You rush forward, empowered by your stellar energies, getting into the thick of combat with ease. Stride twice. You gain a +10' circumstance bonus to your Speed during these moves.

  • ✦Graviton-Attuned When you finish your Strides, enemies within 15' of you must attempt a Fortitude save against your class DC. On a failure, the foes are pulled directly towards you, ending in an adjacent square if possible. You select the order in which foes are moved.
  • ✧Photon-Attuned The squares you moved through during your stride are suffused with solar energy until the start of your next turn. Creatures on each side of the squares are concealed from creatures on the opposite side. Creatures in these spaces are unaffected.
[attuned, cycle, move, solarian]


Equipment, Money, & Encumbrance Tracking:
EQUIPMENT

Worn (Total Bulk: 3.1)
Shotalashu Armor (lvl 0, 40c, +3 AC, Dex Cap 2, CP -2, Speed Pen -5, Str +2, Bulk 2, Upgrades 1) [tech]
Sunshades (-)
Cable-line (L)
Flashlight (1)

Wielded in Battle (Total Bulk: 1)
Solar Weapon (-)
Solar Nimbus (-)
Solar Flare (-)
Phase Shield (20c, +2 circ. AC, hardness 5, 10 hp) [retractable, tech]
Boom Pistol (lvl 0, 30c, 1d6 sonic, 40', Reload 1, Bulk 1, Hands 1, Magazine 10 charges, Expend 2, Upgrades 1, Sonic Group, [boost 1, tech])
Battery (commercial): 10/10 charges

Invested
n/a

Stowed in Backpack Total Bulk: 0.4
Comm unit (L)
Hygiene Kit (L)
Explorer's Canteen (L)
Minor Healing Potion (L) (Starfinder Provisions)

Currency
1 credits 4 UPB

Total Bulk 4.5
Encumbered: 9
Max: 14


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