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Jasper Jode's page

No posts. Organized Play character for Clebsch73.


Gender

Male Brenneri Solarian 1

About Jasper Jode

# 105836-2713
Name Jasper Jode
Class Solarian 2
Ancestry Brenneri
Heritage Jungle Brenneri
Background Exo-Guardian
Size Medium
Speed 25 feet, Swim 20 ft., Climb 20 ft.
HP 32

STR 4 DEX 3 CON 1 INT 1 WIS 0 CHA 0
Fortitude +5 Reflex +9 Will +6
AC 20 [10 + 5 (armor) + 1 (Dex) + 4 (Prof)] Defiance Series Armor
Shield +1 Solar Shield Hardness 1 Hit Points 9
Perception +6
Darkvision

Melee Attacks
Solar Weapon +8/+3/-2 (1d8+4 1-hand, 1d10 2-hand) [Attuned, Solarian]
Painglaive +8/+3/-2 (1d10 S) [Boost 1d10, Powered, Reach, Tech]
Shooting Starknife +8/+4/+0 (1d4 P or S) [Agile, Analog, Deadly d6, Finesse, Thrown 20 ft.]

Ranged Attacks
Solar Flare, Graviton +7/+2/-3 (1d8+4 B) Range 15 ft. [Attuned, Solarian] Crit: attempt to Trip the target as a free action, ignoring range and multiple attack penalty, even if you don't have a free hand or aren't adjacent to the target.
Solar Flare, Photon +7/+2/-3 (1d6 F) Range 30 ft. [Attuned, Solarian] Crit: Add 1d6 persistent fire damage
Shooting Starknife +7 (1d4+4 P or S) Range 20 ft. [Agile, Analog, Deadly d6, Finesse, Thrown 20 ft.]

Solarian Features:

Perception
Expert in Perception
Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will
Skills
Trained in Athletics
Trained in a number of additional skills equal to 4 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in medium armor
Trained in heavy armor (class feat)
Trained in unarmored defense
Class DC
Trained in solarian class DC

Attune
Traits Concentrate, Solarian
Frequency once per round
You steady your body and mind and attune yourself to the stellar aspect of your choice. You become attuned to photon or graviton. You can also manifest any of your solar manifestations if they're currently dormant and if you have the free hands to use them.
Special In addition to the above usage, you can also Attune as a free action when you roll initiative.

Solar Flare
Your solar flare is a martial ranged weapon in the brawling weapon group with the attuned and solarian traits.
You add your Strength modifier to damage rolls with your solar flare.
Graviton-Attuned 1d8 bludgeoning, range increment 15 feet. On a critical success, you can attempt to Trip the target as a free action, ignoring range and multiple attack penalty, even if you don't have a free hand or aren't adjacent to the target.
Photon-Attuned 1d6 fire, range increment 30 feet. On a critical success, the target additionally takes 1d6 persistent fire damage.

Solar Nimbus
A layer of stellar energy surrounds you, overlaying your body or worn armor. It appears as a layer of glowing light or solid darkness, depending on your current state of attunement.

Nimbus Surge
Traits Attuned, Solarian
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Your nimbus surges with energy, forcing an opening in your foe's defenses. Make a melee Strike against the triggering creature. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Graviton-Attuned If the Strike is a critical success, the target must succeed at a Fortitude save against your class DC or become enfeebled 1 until the end of its turn.
Photon-Attuned If the Strike is a critical success, the target must succeed at a Fortitude save against your class DC or become clumsy 1 until the start of its turn.

Solar Weapon
Through sheer will, you call forth a tangible weapon forged from the essence of stars. This weapon is an extension of yourself, and you can change its form with meditation. When manifesting your weapon, it appears in a free hand of your choice. If it has the free-hand trait, it can manifest in any hand. Your solar weapon is a martial melee weapon. It deals 1d8 of your choice of bludgeoning, piercing, or slashing damage with the attuned and solarian traits.

At first level, choose up to two of the following traits for your weapon. Alternatively, you can select the reach or two-hand 1d10 trait for your weapon instead of selecting two of the following traits.

Disarm
Free-Hand
Grapple
Nonlethal
Parry
Shove
Sweep
Trip
Versatile (B/P/S only)
Reach (counts as two traits)
Two-Hand 1d10 (counts as two traits)

You can select one of the following weapon groups for your weapon to be a part of.

Axe
Brawling
Club
Flail
Hammer
Knife
Pick
Polearm
Spear
Sword

Your solar weapon gains additional benefits based on your current attunement.
Graviton-Attuned When you successfully Strike a creature using your solar weapon, that creature's space and all squares adjacent to it are difficult terrain for that creature until the end of its next turn.
Photon-Attuned When you successfully Strike a creature with your solar weapon, you deal an additional amount of fire damage equal to half your level (rounded up). Your solar weapon casts bright light in a 5-foot radius (and dim light for the
next 5 feet).

Solar Shield +1 circumstance to AC, Hardness 1 HP 7
Feat 1
Traits Manifestation, Solarian
You've developed a new solar manifestation—a small shield of stellar energy that orbits you. This energy shield has the attuned and solarian traits and doesn't require a hand to use. You can Raise a Shield, giving you a +1 circumstance bonus to AC until the start of your next turn. You gain the Shield Block general feat.

While the shield is raised, you can use the Shield Block reaction with your shield. The shield has Hit Points equal to 5 plus twice your level and Hardness equal to half your level, rounded up. Your shield can't be broken, but if it's destroyed, you can't manifest a new shield for 10 minutes. If your shield vanishes due to you losing attunement, when you Attune to reform it, the shield returns with however many Hit Points it previously had. The shield regains all its lost Hit Points during your daily preparations and whenever you rest for at least 10 minutes, even if it's been destroyed.
Graviton-Attuned If your shield is destroyed, it releases a shock wave. Adjacent enemies must succeed at a Fortitude save against your class DC or be suppressed for 1 round (2 rounds on a critical failure).
Photon-Attuned If your shield is destroyed, it releases a flash of light. Adjacent enemies must succeed at a Fortitude save against your class DC or be dazzled for 1 round (blinded for 1 round on a critical failure).

Solar Rampart
Feat 2
Traits Solarian
Your training has helped you adapt to bulkier armor. You’re trained in heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were 1 Bulk lighter (to a minimum of 1 Bulk).

Skills (Bold = Trained)
Acrobatics +7
Arcana +5
Athletics +8
Computers +5
Crafting +1
Deception +0
Diplomacy +0
Intimidation +0
Lore warfare +5
Medicine +0
Nature +0
Occultism +1
Performance +0
Piloting +7
Religion +0
Society +5
Stealth +7
Survival +0
Thievery +7

Languages Common, Brenneri, Castrovelian

Gear (Bulk) Defiance Series Armor (2), Painglaive (1), Shooting Starknife (L), Crossbolter (2), projectile ammo (20) (0), Tactical Battery (0), Backpack (0), Comm Unit (L), 3 Medpatches (3L)
Cash: 146
Bulk Carried: 5.5
Max encumbrance: 9

Gear:

Defiance Series Armor
Traits Tech
Price 200 credits
AC Bonus +5 Dex Cap +1 Check Penalty -3 Speed Penalty -10 ft. Strength +3 Bulk 3 (Counts as 2 bulk with Solar Rampart Class feat)
Category Heavy Group Plate Upgrades 1
This squad armor is a molded shell of reinforced polycarbon with a helmet and retractable visor.

Painglaive
Traits Boost 1d10, Powered, Reach, Tech
Price 30 credits
Damage 1d10 S Bulk 1 Hands 2
Type Melee Category Martial Group Polearm Upgrades 1
This fierce but deceptively elegant polearm rips apart enemies with a motor-powered fangblade. An adjustable pulse trigger allows the wielder to channel extra pain through the weapon.

Shooting Starknife
Traits Agile, Analog, Deadly d6, Finesse, Thrown 20 ft., Versatile S
Price 17 credits
Damage 1d4 P Bulk L Hands 1
Type Melee Category Martial Group Knife Upgrades 1
This traditional star-shaped blade design of lost Golarion is often forged from reinforced carbon steel and treated with chemicals that create an iridescent sheen. When properly balanced and honed, a shooting starknife sings as it slices through the air.

Crossbolter
Traits Analog
Price 25 credits
Damage 1d10 P Bulk 2 Hands 2 Range 100 ft. Reload 1
Type Ranged Category Simple Group Crossbow Upgrades 1 Magazine 1 projectile Expend 1
This high-tech crossbow uses a series of pistons to propel bolts along its barrel. These quiet- firing semiautomatic weapons are popular in high-density settlements where gunfire might cause a panic.

Comm Unit
Item 1 Price 7 credits Hands 1 Bulk L
A personal comm unit is a pocket-sized device that combines a minor portable computer and a cellular communications device, allowing instantaneous wireless communication with other comm units in both audio- and text- based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).

Container
Item 0+
Containers include backpacks, briefcases, duffel bags, and handbags. A container holds up to 4 Bulk and the first 2 Bulk of those items don't count against your Bulk limits. If you're carrying or stowing the container rather than wearing it on your person, its Bulk is light instead of negligible.
Price 1 credits Bulk —

Ancestry/Heritage/Background:

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Empathetic Whiskers
Your whiskers continuously sense the emotions of those around you, which makes you susceptible to mirroring their feelings. You take a –1 circumstance penalty to Will saves against emotion effects. When you end your turn adjacent to an ally with the frightened condition, you must attempt a DC 5 flat check. On a failure, you become frightened 1.

Breath Control
You gain the Breath Control general feat.

Breath Control
Feat 1
Traits General
You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

Heritage
Jungle Brenneri
Source Galactic Ancestries pg. 94
You hail from the Clorwana jungles on Vanturan. The great trunks of trees are planted firmly on underwater shelves, and their immense canopies are one of few places on the planet that remain above the highest tideline. Rope bridges span the gaps between branches. Platform buildings provide stability for housing and other infrastructure, but movement through the Clorwanan canopy city requires regular climbing and scrabbling up ladders.

You become trained in Athletics. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice. You have a climb Speed of 20 feet.

Ancestry Feat 1
Ancestral Unarmed Attack
Feat 1
Traits Brenneri
Source Galactic Ancestries pg. 92
You gain the unarmed attack listed for your ancestry. At 5th level, whenever you land a critical hit with one of these attacks, you can add its critical specialization effect.
Option(s) claw, 1d6 slashing [agile, finesse, unarmed], brawling weapon group

Background
Ex-Guardian
Source Starfinder Society Invasion’s Edge Player’s Guide pg. 7
You know the galaxy hides countless dangers, and you've trained hard to stand firm against these threats. You don't just want to be a Starfinder, you want to be a hero.
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You're trained in the Athletics skill, and the Warfare Lore skill. You gain the Combat Climber skill feat.

Skill Feat 1
Combat Climber
Feat 1
Traits General, Skill
Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You're not off-guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Skill Feat 2
Cat Fall
Feat 1
Traits General, Skill
Prerequisites trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.

Backstory:
Born in Verxispice, a settlement in the Clorwana jungles of the near-space planet Varturan. He is unusually big and strong, taller and bulkier than his fellow Brenneris generally. His grandfather served in the Starfinders Exo-guardian faction. His stories of the wonders of the universe were tempered with tales of serious threats to peaceful coexistence. This inspired young Jasper to learn to master the Solarian arts and then join the Starfinders to stand up and do his part to protect the things he loves from the dark threatening hazards. His early assignments gave him a taste of what this would require, dealing with threats from the Wreck of the Returned and the aftereffects of the hatching of the Newborn.

Chronicles:

Starting Cash: 8

1) Scenario # 1-08: Compliance Protocol
XP: 4 (Total 4)
Income: 140
Purchases: 3 medpatches (90)
Cash 58

2) Scenario #1-07 Seize and Destroy
XP: +4 (Total 8)
Income: 140
Cash: 198

3) Scenario #1-03 Disaster at Dreamlink Labs
XP: +4 (Total: 12)
Income: 140+8
Purchases: Defiance Series Heavy Armor (200)
Cash: 146