Shemhazian

Gaz-i-Gaz's page

141 posts. Alias of Luke_Parry.


Full Name

Gaz-i-Gaz

Race

Skittermander

Classes/Levels

(Ace Pilot) Operative(Phrenic Adept) 3 / Soldier 2 / Solarian 2 (SP 24/60) (HP 48/48) (RP 8/8) (EAC 23, KAC 24) (Fort +8, Ref +9, Will +9) (Init +11) (Perception +12)

Gender

Male

Size

Small

Alignment

Chaotic Good

Languages

Common, Vesk, Azlanti, Stelliferan; Limited Telepathy 30' (Aklo, Shirren)

Strength 13
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Gaz-i-Gaz

Acid Resistance 5
Fire Resistance 5
Cold Resistance 4
Electricity Resistance 5 (10 once he has acted in combat; can change to Sonic Resistance as a Move.)
DR 5/-

Comprehend Languages (CL4) 1/day

Loot Sheet

Initiative: +11 (+5 Dex + 4 Blitz + 2 Edge)
Senses: Low Light Vision, Perception +11
Speed: 50 ft, Climb 20 ft

EAC: 23 (10 + 7 (AG SpecOps Armor) + 5 Dex + 1 Solarian)
KAC: 24 (10 + 8 (AG SpecOps Armor) + 5 Dex + 1 Solarian)

Stamina Points: 60/60
Hit Points: 48/48

Fort: +8 Ref: +9 Will: +9

+2 bonus to saving throws against poison and disease.

Combat:
Base Atk: +6; CMD: 33

Ranged
Static Arc Rifle: +12 to Hit; Dmg 1d12+7+1; crit Arc 1d6; range 70 ft; 14/40 charges; Usage 1; Electricity; Stun

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):
You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).

Skills:
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.

Feats:
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
7th: Toughness

Racial Features:
Grappler:
Skittermanders gain a +2 racial bonus to grapple combat maneuvers.

Hyper:
Once per day, a skittermander can take an extra move action.

Low-Light Vision:
A skittermander can see in dim light as if it were normal light.

Six-Armed:
Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Class Features:
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:
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

Trick Attack (Ex) - 1st Level:
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Evasion (Ex) - 2nd Level:
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Phrenic Awakening (Su) - 2nd Level:
You gain limited telepathy, as per the lashunta racial trait (see page 48). If your race already grants you limited telepathy (such as with the lashunta and shirren races), you instead increase the range of your limited telepathy by 60 feet.

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):
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Skill Adept:
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.

Solar Manifestation (Su):
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.

Stellar Mode (Su):
The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.

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
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.

Unattuned
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

Stellar Revelation:
As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations on page 104). The list of stellar revelations begins on page 103.

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]:
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) [Photon Revelation]:
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.

Quick Movement (Ex) - 3rd Level:
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Constructive Interference (Su):
Forces humming within your solar armor make it more difficult for sound waves and electrical impulses to reach your body and harm you. You gain energy resistance 5 whenever your solar armor is active. You can choose either electricity resistance or sonic resistance when you activate the armor, and you can switch energy types as a move action.

When you are attuned or fully attuned, you double the amount of resistance granted by this ability.

Equipment:
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)
(-) Battery x8 (-)
(-) High-Capacity Battery x2 (-)
(-) Mk I Serum of Healing x5 (-)
(-) Mk II Serum of Healing (-)
(L) Mk IV Frag Grenade (-)
(L) Gear Maintenance Kit + 2 spare UPB pens (7)
(6L) 60' Titanium Alloy Cable

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