Reputation 20 Fame, 28 Global Reputation
Reputation with Acquisitives: 25
Reputation with Dataphiles: 0
Reputation with Exoguardians: 1
Reputation with Second Seekers (Luwazi Elsebo): 2
Reputation with Second Seekers (Jadnura): 0
Reputation with Wayfinders: 0
Character Sheet:
Gulkyn
Witchwyrd Ace Pilot Solarian 5
LN Medium monstrous humanoids (witchwyrd)
Init +2; Senses Perception +4, Sense Motive +7, Darkvision 60'
Defense
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EAC 17, KAC 17
SP 40 HP 39 RP 5
Fort +5, Ref +3, Will +4
Resistances Electricity 5
Offense
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Speed 30 ft
Melee +10 (Solar Weapon w/Least Tauon & Soulfire); 1d6+12 B + 1 E; Stun)
Ranged +7 (Laser pistol, azimuth; 1d4+2 F; Range 80'; Ammo/Usage 20/1)
Space 5 ft.; Reach 5 ft.
Special Attacks
Statistics
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Str 18, Dex 14, Con 12, Int 12, Wis 10, Cha17
Base Attack Bonus: +5
Languages Common, Cyrunian, Kasatha, Shobhad, Jinsul
Equipment:
Weapons and Armor
Tauon crystal (least) w/Soulfire fusion, Laser pistol (azimuth), Vesk Brigandine II w/ Electrostatic field, mk 1 (deals 1d6 Elec when hit) and Jump Jets (part of move act fly 30' @ 10' height or straight up 20')
Consumables
Serums of healing Mk 1 (2), Fire extinguisher (20), Binders (2), Spare battery (20), Field rations (2 wk)
Other Gear
Consumer backpack, Datapad, Starstone Compass, Hygiene Kit, Everyday clothing, Binoculars, Cable line titanium ally (50')
Personal Upgrade Mk 1 (Str +2)
Cerebral countermeasures (reaction to get +2 will vs mind-affecting & -2 to Int, Wis, Cha skills until next turn)
Monetary
Credstick with 124 credits
Encumbrance
4 Bulk; Capacity: 8/9/18
Racial Abilities:
Medium monstrous humanoids, Darkvision 60', Four-Armed.
Haggler +2 racial bonus to Bluff and Diplomacy checks.
Absorb Force As a reaction, a witchwyrd can use any number of its free hands to catch magic missiles (from the spell of the same name) fired at it. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create an additional force bolt (see below). To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
Force Bolt Witchwyrds can cast magic missile as a spell-like ability once per day. For every two magic missiles caught using its absorb force ability, a witchwyrd can use its force bolt ability an additional time each day.
Class Abilities:
Skill Adept: Bluff and Culture
Solar Manifestation: Solar Weapon. Darkness forming into writhing energy around one fist. Bludgeoning
Soulfire fusion: Adds CHA + STR to damage
Stellar Mode: Graviton Mode: +1 insight to Reflex; Photon Mode: +1 insight to damage.
Stellar Revelations (DC 10+1/2 lvl + Cha Mod = DC 15):
Black Hole: Fully Graviton. Zenith revelation. Std Act. Pull any number of selected creatures within 20' of you 10' closer to you. Fort save to prevent.
Supernova: Fully photon. Zenith revelation. Std Act. Deal 1d6 + 1d6 / lvl Fire to all creatures within 10'. Reflex save for half damage.
Dark Matter (2nd): As a move action, you gain damage reduction 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode.
When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian level.
Distant Burst: Any stellar revelations (including zenith revelations) that have a radius and are centered on you can be centered anywhere within 20 feet of you. While attuned or fully attuned, they can instead be centered anywhere within 40 feet of you.
Sidreal Influence (Bluff, Diplomacy): To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.
Weapon DC = 10 + 1/2 lvl + str/dex mod = 16
Theme Abilities:
Theme Knowledge: 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.
Feats:
Light armor proficiency. Basic melee weapons, advanced melee weapons, and small arms.
Weapon Focus (advanced melee weapons): +1 attack
Weapon Specialization (basic melee, adv melee): +lvl damage
Weapon Specialization (small arms, operative): + 1/2 lvl damage
Coordinated Shot: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.
Close Combat: When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn.
Boons Slotted this Adventure:
Ally: Dream Whispers
Faction: Acquisitives Champion
Personal: Witchwyrd Heritage
Promotional: Starfinder T-Shirt
Social: Faction's Friend
Starship: Hero of the Stars
Slotless: Tattoo of the Starfinder, Starfinder Insignia, Private Vault, Star Sugar Heartlove!, Counter Innovation