About GreistBackground:
Greist was a difficult child. He had an intense curiosity and drive to know things, even when he should not. This led him to learn to hide, to sneak, to be observant... all in the name of learning and satisfaction. It didn't matter what he was learning. All that mattered was that something had caught his ear or eye, and he wanted to know. This trend continued all throughout his youth and schooling. Upon graduation, he joined the military, mostly out of boredom, in hopes of finding adventure. After a battery of aptitude tests, he was chosen to be part of a pathfinding unit, where he was trained in reconnaissance, survival, diplomacy, alien cultures, and combat. He excelled at this, since it amounted to someone paying him to gather information and pass it along. After a time, he volunteered for an 'experimental training program' and was sent to a base, where the cover of 'preparing for a special mission' was used while exposing the soldiers to varying amounts of solar radiation over time. For some, nothing happened as a result. But a handful, including Greist, developed the ability to manipulate and call upon solar energy as a result. He was reassigned to a special recon unit, where he served out the remainder of his commitment. After his discharge, he took to wandering through space, seeking new things to learn and new ways to satisfy his curiosity and taking on odd jobs from time to time to keep himself fed. This is when he met Cedona, and after some time, has returned to see how she's getting on. Skills:
Athletics +7, Culture +6, Diplomacy +9, Perception +6, Physical Science +5, Stealth +6 Feats:
Close Combat - +2 AC against ranged attacks while in melee Gear:
Semi-Auto, tactical w/holster and 2 spare mags W-Boson Shard 1x Rounds, Small-Arms (40 rounds) Second Skin (+1 EAC, +2 KAC) Personal Comm Unit 2x Travel clothing Backpack Mess kit Hygiene Kit Bedroll and sleeping bag Canteen Abilities:
Lashuntas gain the following spell-like abilities: At will: daze, psychokinetic hand 1/day: detect thoughts. See Spell-like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level. Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. 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 (chose Culture and Survival). Solar Weapon - You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage. Forming or dismissing a solar weapon 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 weapon is automatically dismissed if it ever leaves your hand. Stellar Mode - (Su) (Su) - 1st Level
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 Revelations - BLACK HOLE (SU) [GRAVITON MODE]
Theme Knowledge - You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. |