Rat

Kibbens's page

49 posts. Alias of inxpitter.


About Kibbens

Stats:

Kibbens "Comet" Whiskal
Male Ysoki Themeless Solarian 10
S humanoid
Init +5; Senses; Perception +13
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Defense
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EAC 29 (10 + 12(armor) +5(Dex) + 2(CL))
KAC 29 (10 + 12(armor) +5(Dex) + 2(CL))
*Resistance
SP 90, HP 72, RP 12
Fort +9, Ref +12, Will +7
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Offense
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Speed 30ft
Melee +15
- Hammer, Comet (4d6 B, Powered - Capacity 20/ Use 2)
-Starknife, Sintered (4d4 P, Analog - Thrown 50 ft)

Ranged +15
-Starknife, Sintered (4d4 P, Returning, Analog - Thrown 50 ft)

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Statistics
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Str 20, Dex 20, Con 14, Int 12, Wis 10, Cha 20

Base Atk +10

Feats [5]
Fleet (Combat)
You are faster than most.
Benefit: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.

Extra Resolve
Your resolve is stronger than most.
Prerequisites: Character level 5th.
Benefit: You have 2 additional Resolve Points in your pool.

Deflect Projectiles (Combat)
You can use your melee weapon to deflect attacks.
Prerequisites: Base attack bonus +8.
Benefit: When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn’t work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can’t use this reaction if you aren’t capable of making an attack with an appropriate weapon.

Mobility (Combat)
You can easily move past dangerous foes.
Prerequisites: Dex 13.
Benefit: You gain a +4 bonus to your Armor Class against
attacks of opportunity that you provoke by leaving a threatened square.

Diehard
You are especially hard to kill. Your wounds quickly stabilize when you’re grievously wounded.
Benefit: When you are dying, you can spend the required Resolve Points to stabilize and 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.
Normal: You must use Resolve Points to stabilize and to stay in the fight in separate rounds.

Skills (sp/lvl = 4+1(Int))
Acrobatics +18 [10 ranks, 5 DEX]
Athletics +18 [10 ranks, 5 DEX]
Perception +13 [10 ranks, 0 WIS]
Intimidate +18 [10 ranks, 5 CHA]
Stealth +20 [10 ranks, 5 DEX, +2 Race]

Bonuses: +2 Engineering, Stealth, Survival

Languages Common, Sarcesian, Aklo

Gear 1,284
-Weapons-
Hammer, Comet [16,900]
-Battery x4 [240]
Sintered Starknife, Returning [12,110]

-Armor-
Freebooter Amor III [16,900]
-Targeting Computer [2,250]
*Ignore concealment
-Jetpack [3,100]
*Fly speed 30 ft, 40 charges
-Filtered Rebreather [4,600]
*10 weeks fresh air, acid resistence 5, +2 poison/disease

-Augmentations-
Mk I +2 Cha [1,400]
Mk II +4 Str [6,500]

-Misc-
Backpack, Consumer [3]
Clothing, Environmental [10]
Hygiene Kit [3]
Gear Clamp [100]
Bonding Epoxy [400]
Medkit, Basic [100]
x2 Medpatch [100]

Armor: +2 Solar Manifestation,

Class Abilities:

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Class Abilities
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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.

Solar Manifestation(SU) 1st Level
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 +2
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.

Stellar Mode(SU)
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.

Sidereal Influence (SU)
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.

Flashing Strikes (EX)
Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Zenith Revelations 9th Level
At 9th level and again at 17th level, you gain two powerful stellar revelations. Choose two revelations from the zenith revelations list: one graviton revelation and one photon revelation. The list of zenith revelations begins on page 107.
Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned.

Stellar Revelations:

Black Hole (Su) 1st Level
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) 1st Level
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.

Plasma Sheath (Su) 2nd Level
As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

[bDark Matter (Su)[/b] 4th Level
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.

Corona (Su) 6th Level
As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.
When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.

Defy Gravity (Su) 8th Level
D As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.
When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.

Soul Furnace (Su) 10th Level
You can stoke the internal energy of your entire physiology, allowing you to boost your life processes. As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction’s normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.
When you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened.

Solar Acceleration (Su) Zenith
When you’re fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by haste (see page 358) for 1 minute after you use this revelation. At 17th level, the extra speed from the haste effect increases to 60 feet (to a maximum of three times the creature’s normal speed).

Wormholes (Su) Zenith
When you’re fully graviton-attuned, you can create two linked wormholes as a standard action. One wormhole must be adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two squares. You and any Large or smaller creatures you mentally designate (you can designate “all creatures,” “all lashuntas,” or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole’s intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have. At 17th level, you can create three wormholes using this ability, and upon entering the wormhole, a creature can decide which of the other two wormholes to exit.

Racial and Theme Abilities:

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Special Abilities
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Theme Knowledge (Theme)
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5.

Certainty (6th) (Theme)
Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check.

CHEEK POUCHES (racial)
Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.

DARKVISION (racial)
Ysoki can see up to 60 feet in the dark. See page 263 for more information.

MOXIE (racial)
Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space
of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to
the check.

SCROUNGER (racial)
Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.

Appearence and Personality:

Typical of many Ysoki, Comet is on the shorter side at 3 feet 2 inches. Yet, despite the others of his species, he tends to dress in shiny and eye-catching clothing. Most of his style stems from a childhood of watching bootlegged copies of a human television show called Kamen Rider or Power Rangers. He loves to be the center of attention and is usually doing his best to stand out.

Backstory:

Comet was the fourth in a litter of twelve siblings. Part of the oldest half, he felt it was his duty to look out and take care of his siblings. However, he was the smallest of all his siblings and so not as capable of supporting the poor family with the usual manner of manual labor on the Ysoki homeworld. And since he didn't have a knack for the mechanical, he found himself watching the youngest of the litter as the older work. To keep them busy and out of trouble, he played video after video of bootleg television from Absolom Station, and it was there that his fascination with they shows of Kamen Rider and Power Rangers really took off.

It was exactly five years later when Comet would awaken to his powers as a Solarian, and form the inky dark and golden armor that would shield him from the world's harm. He set off, a dream bursting from his mind. One day, however long it might take, but the "Star Rangers" would eventually be a reality.