Dexinis

Haldir Everhath's page

37 posts. Organized Play character for CptJames.


Full Name

Haldir Everhath

Race

|SP: 0/7, HP: 9/9, RP: 3/4|Attuned: 0/3|EAC: 16, KAC: 17|Fort: +3, Ref: +5, Will: +3, +3 vs Fear Effects|Init: +8|Perception: +2|Speed: 30ft Land|Active Conditions: None|

Size

Small

Alignment

CG

Languages

Common, Drow, Akitonian

Strength 8
Dexterity 18
Constitution 11
Intelligence 10
Wisdom 10
Charisma 16

About Haldir Everhath

Haldir Everhath
Male Halfling Solarian (Ranged) 1
CG Small Humanoid (Halfling)
Init +8; Senses Perception +2

Defence

EAC 16, KAC 17, AC vs CM 25
SP: 7, HP: 9, RP: 4
Fort +3, Ref +5, Will +3, +3 vs Fear Effects.

Offense

Speed 30ft Land
Ranged Solar Flare +5 vs EAC (1d4C + 1E) Critical: Staggered, Stun, Range 60ft

Statistics

Str 8, Dex 18, Con 11, Int 10, Wis 10, Cha 16
Base Atk +1; Melee Atk +0, Ranged Atk +5, Thrown Atk +0
Feats Improved Initiative
Solar Manifestation Solar Flare (Ranged)
Skills
Acrobatics +11 (1 rank),
Athletics +1,
Bluff +7 (1 rank),
Diplomacy +3,
Disguise +3,
Intimidate +3,
Perception +2,
Piloting +8 (1 rank),
Sense Motive +0,
Stealth +10 (1 rank),
Survival +0;
Languages Common, Halfling, Akitonian
Other Gear Freebooter Armour I, Least Tauon Crystal.

Special Abilities/Feats/Racial Traits

Solar Manifestation – Solar Flare:
Starfinder Core Rulebook p.95
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: armour or a weapon. You must pick one solar manifestation (either armour 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 colour 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, armour, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.

You can condense your solar mote around one of your hands to form a lightweight ranged weapon of stellar energy. This weapon appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. The shape of normal ranged weapons—such as pistols, crossbows, and hand cannons are fairly common—but more esoteric manifestations such as a shimmering crystal that launches fragments of itself, a dark aura that forms directly onto your foes, or an orb of stellar energy that releases beams of pure light are also possible. Your solar flare’s general design has no impact on its function, and it doesn’t give the weapon any weapon special properties. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your solar flare functions as a one-handed uncategorized small arm that targets EAC (though it can’t be used to make trick attacks, if you have that class feature), and you’re automatically proficient with it. At 1st level, choose whether your solar flare deals cold damage or fire damage. You can change the damage type each time you gain a new solarian level. Your solar flare deals 1d4 damage and has a range increment of 60 feet. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter.
Unlike most small arms, when you gain Weapon Specialization at 3rd level, you add your full solarian level to damage with your solar flare, as opposed to half. If you are a multiclass solarian, you add only your full solarian level and half your levels in other classes to damage with your solar flare.
Any solarian class features (including stellar revelations and zenith revelations) that specifically affect melee weapons (such as the flashing strikes class feature) function with your solar flare, even if they normally work only with melee attacks. Anything that specifically affects solar weapons (such as solarian weapon crystals) affects your solar flare in the same way, though it can’t gain any weapon special property, critical hit effect, or weapon fusion that can’t be applied to a small arm.
Forming or dismissing a solar flare 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 flare is automatically dismissed if it ever leaves your hand.

Stellar Mode:
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.

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:

- Piloting
- Bluff

Stellar Revelations:
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).
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) Starfinder Core Rulebook p.103
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) Starfinder Core Rulebook p.103
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.

Improved Initiative Feat:
IMPROVED INITIATIVE (COMBAT)
Starfinder Core Rulebook p.158
Your quick reflexes allow you to react rapidly to danger.
BENEFIT
You gain a +4 bonus to initiative checks.

Halfling Luck, Keen Senses, Sneaky, Sure-Footed:
HALFLING LUCK
Halflings receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects.

KEEN SENSES
Halflings receive a +2 racial bonus to Perception skill checks.

SNEAKY
Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.

SURE-FOOTED
Halflings receive a +2 racial bonus to Acrobatics and Athletics skill checks.

Starwalker Theme:
STARWALKER +1 DEX
Starfinder Adventure Path #22: The Forever Reliquary (Attack of the Swarm! 4 of 6) p.53

You have spent countless hours traveling where few creatures dare to go: the emptiness of space. You move with controlled elegance through the weightless vacuum, having long ago defeated the fear that grips others when they leave the safety of a starship. Perhaps you trained in the asteroid fields surrounding the House Unhindered, grew up on a station or ship without artificial gravity, or have logged so many hours on extravehicular activities that space suits are like a second skin to you. Others might see your maneuvers as daring or reckless, but you know the stars will always guide you to your destiny.

THEME KNOWLEDGE 1st
A lifetime of stargazing has made the constellations as familiar to you as your native tongue, and you know how to interpret the stars even when their appearance varies from one star system to another. Reduce the DC of Piloting checks to navigate or astrogate by 5, and you can perform these checks in 1 minute for star systems with which you are familiar. Acrobatics 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 Acrobatics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

SUITED FOR SURVIVAL 6th
You know every trick in the book for prolonging the limited resources that keep you alive, from deliberately slowing your metabolic rate and breathing to tweaking your spacesuit’s systems to squeeze every bit of energy out of them. Double the time you can go without food and water, the time you can hold your breath, and the duration of environmental protections for armor you are wearing.

DARING DRIFTER 12th
Your training has imbued you with grace and precision when executing maneuvers in weightless environments. When in zero gravity, you move your full land speed when pushing off objects, and you can move along surfaces with handholds as if you had a climb speed equal to your land speed. You also gain a +2 insight bonus to Acrobatics or Athletics checks to avoid becoming off-kilter in zero-g.

SERENITY OF THE SPHERES 18th
Floating in the vastness of the void surrounded by myriad points of starlight fills you with deep calm and centers your mind. Up to twice per day while in zero-g, you can spend 10 minutes contemplating the cosmos to recover 1 Resolve Point. Doing so doesn’t count as resting to regain Stamina Points.