About Haldir EverhathHaldir Everhath
Defence EAC 16, KAC 17, AC vs CM 25
Offense Speed 30ft Land
Statistics Str 8, Dex 18, Con 11, Int 10, Wis 10, Cha 16
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.
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
PHOTON MODE
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
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
Supernova (SU) Starfinder Core Rulebook p.103
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
SNEAKY
SURE-FOOTED
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
SUITED FOR SURVIVAL 6th
DARING DRIFTER 12th
SERENITY OF THE SPHERES 18th
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