Ratfolk Sage

Flashbang's page

44 posts. Organized Play character for Galdrock.


Full Name

Flashbang

Race

Ysoki

Classes/Levels

Solarian / Icon / 1 | NG | SP 0/7; HP9/9 ;RP 3/4 | EAC 13; KAC 14 | F2 R1 W2 | Init +1; Percept +4

Gender

Male

Size

Small

Alignment

NG

Occupation

Profession (Politician)

Strength 13
Dexterity 12
Constitution 10
Intelligence 12
Wisdom 10
Charisma 16

About Flashbang

Race: Ysoki
Class: Solarian
Theme: Icon
Homeworld:
Faction: ACQUISITIVES
Age:
Alignment: Neutral Good
Str 13, Dex 12, Con 10, Int 12, Wis 10, Cha 16
EAC 13, KAC 14, CMD: 23
HP: 9
Stamina: 7
Resolve: 4
Armor Proficiency: Light Armor
Weapon Proficiency: Basic and Advanced Melee Weapons, Small Arms
Abilities: Skill adept, solar manifestation, stellar mode, stellar revelation (black hole, supernova)
BAB: +1 Init: +1
Fort: +2 Ref: +1 Will: +2
Melee: +2 Thrown: +2 Ranged: +2

Background:
.

Combat Rolls:

[dice=Initiative]1d20+1[/dice]
[dice=Tactical Pike]1d20+2;1d8+1[/dice] (BAB=1,Str=1) Pierce, Analog, Reach
[dice=Assault Hammer]1d20+2;1d6+1[/dice] (BAB=1, Str=1) Bludgeoning, Analog

Skills:

[dice=Acrobatics(C)(1)]1d20+1[/dice]
[dice=Athletics(C)(1)]1d20+1[/dice]
[dice=Bluff]1d20+3 [/dice]
[dice=Computers]XXX[/dice]
[dice=Culture (C)]XXX[/dice]
[dice=Diplomacy(C)(1) ]1d20+7[/dice]
[dice=Disguise]1d20+3[/dice]
[dice=Engineering]XXX[/dice]
[dice=Intimidate (C)(1)]1d20+7[/dice]
[dice=Life Science]XXX[/dice]
[dice=Medicine]XXX[/dice]
[dice=Mysticism (C)(1)]XXX[/dice]
[dice=Perception (C)(1)]1d20+4[/dice]
[dice=Physical Sciences (C)]XXX[/dice]
[dice=Profession (Politician=CHR)]1d20+7[/dice]
[dice=Piloting]1d20+1[/dice]
[dice=Sense Motive (c)(1)]1d20+4[/dice]
[dice=Stealth (C)]1d20+3[/dice]
[dice=Survival]1d20+2[/dice]

Languages:
Common, Vesk, Ysoki

Gear:
Second skin, tactical Pike, Assault Hammer, credstick(180)

Size: Small
Type: Humanoid (Ysoki)
Feats:
Fleet:
Fleet (Combat)
You are faster than most. Benefit: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.

THEME KNOWLEDGE (1ST):
1st:
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, increase 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.

Ysoki:
Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
Ysoki can see up to 60 feet in the dark. See page 263 for more information.
Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.

Solarian:
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 (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 Armor
You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter. Forming or dismissing solar armor is a move action.

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.

Black Hole (Su)
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)
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.