Reputation 8 Fame, 9 Global Reputation
Reputation with Acquisitives: 8
Reputation with Dataphiles: 0
Reputation with Exoguardians: 1
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Second Seekers (Jadnura): 0
Reputation with Wayfinders: 0
Witchwyrd Ace Pilot Solarian 2
LN Medium monstrous humanoids (witchwyrd)
Init +1; Senses Perception +4, Sense Motive +4, Darkvision 60'
EAC 12, KAC13
SP 14 HP 18 RP 3
Fort +3, Ref +1, Will +3
Speed 30 ft
Melee +6 (Solar Weapon w/Least Tauon & Soulfire); 1d6+5 B + 1 E; Stun)
Ranged +3 (Laser pistol, azimuth; 1d4 F; Range 80'; Ammo/Usage 20/1)
Space 5 ft.; Reach 5 ft.
Str 16, Dex 12, Con 10, Int 12, Wis 10, Cha15
Base Attack Bonus: +2
Languages Common, Cyrunian, Kasatha, Shobhad, Jinsul
Weapons and Armor
Tauon crystal (least) w/Soulfire fusion, Laser pistol (azimuth), Second skin
Serums of healing Mk 1 (2), Fire extinguisher (20), Binders (2), Spare battery (20), Field rations (2 wk)
Consumer backpack, Personal Comm Unit, Starstone Compass, Hygiene Kit, Everyday clothing, Binoculars, Cable line titanium ally (50'), Computer Tier 1 (Mini x2, Self Charge 1w)
Personal Upgrade Mk 1 (Str)
Credstick with 1282 credits
2.5 Bulk; Capacity: 8/9/18
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.
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 13):
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.
Weapon DC = 10 + 1/2 lvl + str/dex mod
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.
Weapon Focus (advanced melee weapons): +1 attack
Light armor proficiency. Basic melee weapons, advanced melee weapons, and small arms.
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