About KlaathuAbility Modifiers +2 Con, +2 Wis, -2 Dex
Floaters
Theme:
Cyberborn (+1 Int) Source Pact Worlds pg. 67 You’ve had some form of cybernetic augmentation since you were very young, and you see further augmentation as a path to self-improvement. You might be a verthani from the Augmented caste, a steelskin orc seeking to distinguish yourself from mainstream society, or anyone else inspired by the possibilities technology offers. Either way, you strive to master your current cybernetics and seek to further upgrade yourself whenever the opportunity presents itself. Theme Knowledge (1st Level) You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers 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 Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. Self-Hacker (6th Level) Your constant experimentation has blurred the lines between your body and your augmentations. Once per day as a full action, you can overclock one of your cybernetic augmentations to regain a number of Stamina Points equal to the augmentation’s item level; you must have a cybernetic augmentation installed in your body to use this ability. Hardened Systems (12th Level) You understand the potential vulnerabilities of cybernetics and have tinkered extensively with your own to make them more resilient. The DC to hack your cybernetic augmentations via magic or technological means increases by 5, thanks to the devious security countermeasures you have added to them. Additionally, your cybernetic augmentations grant you electricity resistance 5; this resistance stacks with one other source of energy resistance. Master Modder (18th Level) You feel energized whenever you demonstrate the improved capabilities of your cybernetically enhanced body. Up to twice per day, when you have succeeded at a significant task in a way that crucially relied upon abilities granted by your cybernetics (GM’s discretion), you can spend 10 minutes testing and performing system maintenance on those augmentations to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. Solarion Hit Points: 7
Key Ability Score - Cha
Perception: 5 (1 rank, +3 trained, +1 wis)
Skill Points at each Level: 4 + Int modifier.
Fort Save +2
stellar revelation (black hole, supernova) Fort Save +2 +1 race, +1 con
Skill Adept - 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.
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) - 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. 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.
Dragon gland:
SYSTEM
You implant an arcanicus gland modified to function for a
Venom Spur:
Source Starfinder Core Rulebook pg. 211 Item Level 2; Price 625; System Hand You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. Attacks with your stinger deal 1d6 piercing damage and automatically inject venom into the target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison. Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate your target. Boons:
Augmented Affiliation (Social Boon; Limited Use):
Through dedication to the Starfinder Society, or maybe just blind luck, you've earned the admiration of one or more members of the Augmented. The Augmented are an organization dedicated to improving their bodies through mechanical modifications and implanted technologies.
Benefit: When you have this boon slotted, you gain a +2 insight bonus on all skill checks made to influence members of the Augmented (Starfinder Core Rulebook 475). You also treat the item level of all augmenteations as 1 lower for the purposes of availability. In addition, you can cross this boon off your Chronicle sheet to reduce the credits cost of one augmentation by 10%. Personal Boon:
Wayfinders Champion (Faction Boon):
You’ve declared your allegiance to the Wayfinders and dedicate your missions to furthering the goals of that faction. Prerequisites: Wayfinders Tier 0 Cost: 2 Fame Benefit: This Faction boon allows the character to gain Reputation with the Wayfinders faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario. Normal: A character gains no Reputation unless he has a Faction boon slotted. Light Plasma Cannon Upgrade (Starship Boon):
You have acquired the technical blueprints to modify one of the weapons onboard your ship into a light plasma cannon. Benefit: When this boon is slotted, select one light weapon onboard your starship. Replace this weapon with a light plasma cannon (STarfinder Core Rulebook 302). This new weapon must go int he same arc as the replaced weapon. The modifications are somewhat jury-rigged, and as a result, al gunnery checks using this weapon take a –1 penalty.
Stationwear, flight suit 1 95 EAC+0 KAC+1 (Max Dex +6)
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