Telakin (Doppleganger)

Kastien's page

99 posts. Organized Play character for bigrin42.

Full Name



Male Korasha Lashunta Solarian 4| Init +1:| RP:5 | SP: 28| HP: 32| EAC: 17, KAC: 18 | F: +4, R: +3, W: +3 | Speed: 30 | Perception +3 (Darkvision 60')

About Kastien

PCGEN stat block:
Male lashunta (korasha) xenoseeker solarian 4
None Medium humanoid (lashunta)
Init +1; Senses darkvision (60'); Perception +3

EAC 17; KAC 18
SP 28 HP 32 RP 5
Fort +4, Ref +3, Will +3

Speed Walk 30'
Melee pulse gauntlet, thunderstrike +9 (1d6+8 , critical Knockdown; Powered (capacity 20, usage 1))
Ranged pulsecaster pistol +5 (1d4+2, critical -; Nonlethal)
Ranged handcoil, explorer (knockdown) +5 (1d6+2, critical Arc 1d6; -, With the knockdown fusion, a weapon disrupts a target's center of gravity. The weapon gains the knockdown critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion.)

Str 18, Dex 13, Con 10, Int 10, Wis 8, Cha 16,
Base Atk +4; Grp+8
Feats Coordinated Shot, Weapon Focus (Weapon Focus ~ Advanced Melee Weapons)
Skills Acrobatics +7, Athletics +9, Culture +1, Diplomacy +12, Life Science +4, Medicine +4, Mysticism +7, Perception +3,
Languages Castrovelian, Common, Draconic
Combat Gear
Other Gear d-suit i (infrared sensors), ring of resistance mk 1, backpack (consumer), cable line (titanium alloy/10 ft), comm unit (personal), personal upgrade mk 1, wildwise, pulse gauntlet, thunderstrike, pulsecaster pistol, handcoil, explorer (knockdown), 1752.0 gp

Size And Type Lashuntas are medium humanoids with the lashunta subtype
Dimorphic All lashuntas gain +2 charisma at character creation. Korasha lashuntas are muscular (+2 strength at character creation) but often brash and unobservant (-2 wisdom at character creation). Damaya lashuntas are typically clever and well-spoken (+2 intelligence at character creation) but somewhat delicate (-2 constitution at character creation)
Lashunta Magic [not implemented]lashuntas gain the following spell-like abilities: at will: daze, psychokinetic hand 1/day: detect thoughts see spell-like abilities on page 262. The caster level for these effects is equal to the lashunta's level
Limited Telepathy Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking
Student Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice

Xenoseeker The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! you either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the pact worlds and travel to the vast, where a virtually endless number of aliens await
Theme Knowledge You are trained to seek out, identify, and interact with alien life-forms. Reduce the dc to identify a rare creature using life science by 5. Life science 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 life science checks. In addition, you gain an ability adjustment of +1 to charisma at character creation

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
Solar Manifestation 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: armor or a weapon. You must pick one solar manifestation (either armor 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 color 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, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
Solar armor - you can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor's general design has no impact on its function and doesn't give the armor any special abilities. Once you've selected the general design, you can't change it until you gain a new solarian level. Your solar armor grants you a +1 enhancement bonus to both your kinetic armor class and your energy armor class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you're wearing heavy armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter. Forming or dismissing solar armor is a move action.
Solar weapon - you can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon's general design has no impact on its function, and doesn't give the weapon any special abilities such as reach. Once you've selected the general design, you can't change it until you gain a new solarian level. Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you're automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon's damage. Forming or dismissing a solar weapon 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 weapon is automatically dismissed if it ever leaves your hand. [selections: armor glows blue ]
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
Stellar Revelation 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). 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 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
Dark Matter As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. 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
Flare As a move action, you can shed light in a 30-foot radius for 1 minute. You choose dim, normal, or bright light each time you activate this revelation. As a standard action, you can create a flash of brilliant light, forcing one creature within 30 feet to succeed at a reflex save or be blinded for 1 round. Once you've targeted a creature with flare, you can't target it with this revelation again for 10 minutes. Blind or sightless creatures are not affected by this use of this revelation. When you create a flash of light as a standard action and you are attuned or fully attuned, you can instead choose to make all enemies within range dazzled for 1 round (no save)
Supernova 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
Sidereal Influence 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 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

Coordinated Shot You can maneuver a foe to be in the direct line of an ally's fire When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe
Weapon Focus (weapon Focus ~ Advanced Melee Weapons) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead


Castrovel is not a planet for the faint of heart. It may not be a Deathworld like some that have been discovered in teh expanse of space, but there are certainly enough strange oddities that would like to at least taste Lashunta flesh. None of this ever bothered Kastien, though. He was fascinated by the intricacies of life on Castrovel, and longed to visit other planets to view their life as well. Perhaps this was why he became a solarian. Maybe it was the back and forth interplay, the balance of life that caused him to seek out the Revealers. There, in that cathedral-college, he learened about the mysteries of the universe, honing his combat skills and his mind for exploration. There, he began his journey.


Kastien is a litle shorter than the average korasha, with the stocky build that comes with choosing the path of the warrior. His greenish skin is mottled with darker green saddles and spots, giving way to a cream color over his abdomen. His antennae are fairly short, and though he fancies himself a xenoseeker, his intellect isn't quite up to the task. Compared to most humans he is quite charismatic, and he often finds himself in leadership positions.

bot me:

Kastien is all about mobility, melee combat, and battlefield control. His primary mode of combat is rush in, get into GRAVITON mode, and punch the crap out of anything he can. When fully attuned, he will suck any foes not currently in combat to him, and continue punching.

Melee combat:
[dice=b & So damage]1d6+8[/dice] (knockdown)

Ranged combat:
[dice=handcoil vs. eac]1d20+5[/dice]
[dice=e damage]1d6+2[/dice] (arc 1d6 OR knockdown)

In starship combat, Kastien likes to serve as Captain. He likes to use the Encourage action to bolster his crew to new heights of performance.