Acid Resistance 5
Comprehend Languages (CL4) 1/day
Initiative: +11 (+5 Dex + 4 Blitz + 2 Edge)
EAC: 23 (10 + 7 (AG SpecOps Armor) + 5 Dex + 1 Solarian)
Stamina Points: 60/60
Fort: +8 Ref: +9 Will: +9
+2 bonus to saving throws against poison and disease.
Base Atk: +6; CMD: 33
Hailstorm Class Zero Rifle: +12 to Hit; Dmg 2d8+7+1; crit Staggered; range 60ft; 40/40 charges; Usage 2; Cold
Theme (Ace Pilot):
THEME KNOWLEDGE (1ST):
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting is 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Lone Wolf (6th Level):
Skill Points per level (Operative): 8 (Class) + 2 (Specialization) + 1 (Intelligence)
Skill Points per level (Soldier): 4 (Class) + 1 (Intelligence)
Skill Points per level (Solarian): 4 (Class) + 1 (Intelligence)
Acrobatics +10 (+5 Dex + 1 rank + 3 class skill - 1 ACP + 2 Edge)
Athletics +2 (+1 Str - 1 ACP + 2 Edge)
Bluff +16** (+3 Cha + 7 ranks + 3 class skill + 3 Skill Focus)
Culture +7* (+1 Int + 1 rank + 3 class skill + 2 Edge)
Diplomacy +15 (+3 Cha + 7 ranks + 3 class skill + 2 Edge)
Disguise +18 (+3 Cha + 7 ranks + 3 class skill + 3 Skill Focus + 2 Vocal Modulator)
Intimidate +15 (+3 Cha + 7 ranks + 3 class skill + 2 Edge)
Perception +12 (+0 Wis + 7 ranks + 3 class skill + 2 Edge)
Piloting +17 (+5 Dex + 5 ranks + 3 class skill + 1 Theme + 3 Skill Focus)
Sense Motive +6 (+0 Wis + 1 rank + 3 class skill + 2 Edge)
Sleight of Hand +10 (+5 Dex + 1 rank + 3 class skill - 1 ACP + 2 Edge)
Stealth +14 (+5 Dex + 5 ranks + 3 class skill - 1 ACP + 2 Edge)
Survival +2 (+0 Wis + 2 Edge)
**+4 on Bluff checks when making Trick Attacks
*+4 insight bonus to Culture checks to decipher exotic, intricate, or very old writing.
1st: Skill Focus (Piloting)
1st (Operative Bonus Feat): Skill Focus (Bluff)
1st (Operative Bonus Feat): Skill Focus (Disguise)
3rd: Weapon Specialization (Longarms)
5th: Weapon Focus (Longarms)
5th (Operative Bonus Feat): Weapon Specialization (Basic Melee, Small Arms, Sniper Weapons)
6th (Soldier Bonus Feat): Powered Armour Proficiency
Skittermanders gain a +2 racial bonus to grapple combat maneuvers.
Operative’s Edge (Ex) - 1st Level:
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
Specialization - Spy - 1st Level:
Trick Attack (Ex) - 1st Level:
Evasion (Ex) - 2nd Level:
Phrenic Awakening (Su) - 2nd Level:
You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language. If you learn the full version of a language in which you can only communicate telepathically through other means (such as investing ranks in the Culture skill), you can select a new language to be able to communicate telepathically in at the same time.
Additionally, you no longer need to meet the minimum Charisma requirement of the feat Minor Psychic Power or of any feat that has Minor Psychic Power as a prerequisite.
Blitz - Rapid Response (Ex):
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.
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.
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.
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.
Black Hole (Su) [Graviton Revelation]:
Supernova (Su) [Photon Revelation]:
Quick Movement (Ex) - 3rd Level:
Constructive Interference (Su):
When you are attuned or fully attuned, you double the amount of resistance granted by this ability.
Bulk Limit: 8
(-) Radiation Badge (100)
(-) Mk I Synaptic Accelerator (1400)
(-) Vocal Modulator (125)
(-) Pressurized Lungs (130)
(-) Mk II Resistant Hide (1200)
(-) Climbing Suckers (1200)
(-) Standard Spinal Struts (4030)
(-) Bright Yellow Cabochen Aeon Stone (-)
(L) Holoskin (500)
(-) Celestial Stole (3000)
(-) Mk I Ring of Resistance (735)
(B2) Hailstorm Class Zero Rifle (-)
(B2) Static Arc Rifle (4200)
(L) Uniclamp (150)
(L) Fire Extinguisher (15)
(L) Light Bayonet Bracket (150)
(B4) AG SpecOps Armor (-) + Deflective Reinforcement (-) + Filtered Rebreather (-) + Jetpack (-) + Clear Spindle Aeon Stone (-) + Iridescent Spindle Aeon Stone (-)
(-) Industrial Backpack (25)