Ji-Thil's page

126 posts. Organized Play character for RangerArcher.

Full Name





Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

Strength 12
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Ji-Thil

SFS # 293201-703
Experience 6
Faction Wayfinder
Wealth 4119 Credits, 12 Reputation Wayfinders

Solarian 3
N Medium (Formian)
Init +3; Senses Perc +3, SM +3,

EAC 15, KAC 16, Combat man. 24
SP 24 HP 25 RP 4
Fort +4, Ref +4, Will +1

Speed 30 ft.
Melee Unarmed strikes +4, 1d3
Ranged Solar flare +7/+8 D. Tap, 1d4 (Cold) / Photon crystal shard +1F/1d4 burn
Space 5 ft.; Reach 5 ft.
Special Attacks -
Spell-Like Abilities

Str 12, Dex 17, Con 12, Int 10, Wis 8, Cha 16
Base Atk +3
Feats Weapon focus (Small arms), Double tap
Languages Common, Lashunta
SQ Formian Senses, Limited Telepathy, Natural Weapons, Sonic Resistance
Skills Acrobatics +7, Athletics +6, bluff +3, Diplomacy +10, Disguise +3, Intimidate +3, Perception +3, Physical science +4, Piloting +7, Profession (Musician) +12, Sense Motive +3, Sleight of hand +7, Stealth +7, Survival -1
Combat Gear Photon crystal shard
Other Gear Consumer backpack, Clothing environmental (radiation), Freebooter armor I, Ability Crystal (Magic), MK 1 (dex)

Special Abilities
Skill Adept - 1st Level
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 (Sleight of hands, Piloting).
Solar Manifestation (Su) - 1st Level
At 1st level, you gain a physical manifestation of your stellar power.
Solar Flare
Source Character Operations Manual pg. 84
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 (Su) - 1st Level
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. 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. 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. 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. 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. 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.
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.
Stellar Revelation - 1st Level
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 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). The list of stellar revelations begins on page 103.
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) [Graviton Revelation]
Source Starfinder Core Rulebook pg. 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) [Photon Revelation]
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.
Distant Burst (Su) [Photon Revelation]
Source Character Operations Manual pg. 85
Your solar manifestation is an extension of yourself, and you have learned to center your power outward. 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.
Sidereal Influence (Su) - 3rd Level
You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.
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.
Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)*
Photon Skills: Culture (Int), Diplomacy (Cha)*, Intimidate (Cha), Medicine (Int), Survival (Wis)
Weapon Specialization (Ex) - 3rd Level
You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.

Corporate agent(+1 Cha)
Source Pact Worlds pg. 47
Theme Knowledge (1st Level)
You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Slotted Boons: (no more than one of each except for slotless)
* Faction: Wayfinders
* Ally: Tune-Bot 2000
* Personal:
* Promotional:
* Social: Contractor's Respect
* Starship: Star Monster Slayer
* Slotless : Private Vault