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About K'ssatak-SulAdvancement:
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0 - 1000 cr
xx cr, 21 xp Description:
K'ssatak-Sul is an embri hellknight. It is a mollusk from a society with a very rigid hierarchy and subordination. It chose to continue the traditions of its people and even raise this discipline to a new level, so that it became a member of the Order of the Pyre, exterminating dangerous cults and philosophies. After recent conflicts between Society and this Order, K'ssatak-Sul was sent to the ranks of Starfinders with a mission to restore relations between these organizations. --- Embri hellknight in dark heavy armor enters the hall. A murky dot of absolute darkness, like a small black hole, rotates near its left shoulder, endlessly absorbing light. Its mask is hiding the whole face and covered with infernal runes, and there is something frightening and inept in its very manner of movement. - My name is K'ssatak-Sul. I am Hellknight of the Order of the Eclipse and I act according to the precepts of Measure and Chain. I am a melee warrior, diplomat, inquisitor and detective. I specialize on eliminating the propaganda of chaos, uprisings and dangerous sectarian teachings. I am here on a partnership restoration program between Starfinder Society and Hellknights. It mints these words like a hammer on an anvil. Voice sounds a bit strange, as if the organs under the mask are not intended for a common language. There is no emotion in the way it speaks - it just gives you information without bragging or threatening. Boons:
Bot Me:
In battle, K'ssatak-Sul enters photon mode, after which it challenges the enemy: in one full-round action it attempts to demoralize, approaches and attacks in melee ones. [dice=Solar Weapon + Deadly Aim]1d20 + 14 - 2; 2d6 + 14 + 1 + 4 + 2[/dice] [ooc]- photon mode | vs KAC [/ooc
+ [dice=Supernova]8d6 + 1[/dice] [ooc]- DC 19 Ref[/ooc ================================================= LN Solarian Hellknight [Cult Hunter] VIII Embri medium abberation | Init +1; Perc +11, DV 60' ================================================= Str 22 (+6) Deх 12 (+1) Con 12 (+1) Int 12 (+1) Wis 11 Cha 18 (+4) ================================================= DEFENSE ================================================= EAC 24 KAC 26 HP 62 SP 72 RP 8 Fort +7 Ref +2 Will +8 [+2 vs enchantment] Immune Сharm ================================================= OFFENSE ================================================= Speed 30 ft. Base Atk +8 Ranged Solar Weapon +14 (2d6+14+1 S; burn 1d4; 60 ft.) Special Supernova (Standard; 8d6+1; DC19 R) ================================================= Skills Culture +12, Diplomacy +15, Intimidate +17, Perception +11, Sense Motive +14 Languages Abyssal, Aklo, Celestial, Common, Drow, Embri, Eoxian, Ignan, Infernal, Vesk Feats Blind-Fight, Toughness, Deadly Aim, Iron Will ================================================= SOLARIAN ================================================= - Graviton/Photon: +2 to reflex saves / +2 to damage rolls. Black Hole (Su): [G] 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. 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. Sidereal Influence: +1d6; Graviton - Sense Motive; Photon - Diplomacy. Supernova (Su): [P] 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. Planar Radiance (Su): [P] As a move action, you cause a weapon you wield to deal fire damage instead of its usual damage type. (This doesn’t change whether the weapon targets EAC or KAC). The weapon ignores the fire resistance of evil outsiders and lawful outsiders, and it deals an additional 1d6 damage against such creatures. This effect lasts for 1 round or until you leave photon mode. You can’t use this stellar revelation to enhance a weapon that has the axiomatic or unholy fusion. When you’re attuned or fully attuned, your weapon also gains your choice of the anarchic or holy fusion for the duration of the effect. This temporary fusion ignores item level requirements and doesn’t count toward the maximum level of fusions the weapon can have at once. =================================================
Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded. Challenge: As a full action, you can move up to your speed and make a single attack against a foe able to see and hear you. Whether or not you move or make an attack, you can attempt to demoralize that foe, as per the Intimidate skill task. If you succeed at this check, for the duration of the shaken effect, the target is also off-target for any attack it makes that does not include you as a target. Once you use this ability against a foe, regardless of the result of your demoralize attempt, you can’t use it on that target again for 24 hours. Conspiracy Web: You can spend 10 minutes to lay out the evidence you’ve gathered about a specific cult, as long as, at the GM’s discretion, that evidence is enough to specifically identify that organization. This helps you prepare against that cult’s tactics and methods, but doesn’t count as a resting to regain Stamina Points. You gain a +2 circumstance bonus to Perception and Sense Motive checks against members of that cult and a +1 circumstance bonus to saving throws against its members’ spells and effects. This bonus lasts until you create a new conspiracy web. You can benefit from only one conspiracy web at a time. Create Darkness (Su): A Hellknight of the Order of the Eclipse can choose the create darkness alternate class feature. As a standard action, you can create a 20-foot-radius zone of darkness centered within 20 feet of you. The zone negates the effects of all nonmagical light sources in its area and lasts for 1 minute. You can see as normal within the zone, and you can dismiss the effect as a standard action. Unless otherwise noted, any magic source of light can increase the light level in the area as normal. You can use this ability once per day, plus one additional time per day at 12th level and at 18th level. Cult Hunter: Reduce the DC of Culture checks to recall knowledge about cults and of Diplomacy checks to gather information about cults by 5. Masked Emotions: An embri loses its immunity to charm effects and its +2 racial bonus to saving throws against enchantment spells and effects when it isn’t wearing a mask over its face. In addition, while unmasked, it must roll twice for any Sense Motive check it attempts and take the lower result. Silicon Armor Casing (Update): As a move action, you can expend 1 charge either to recharge 1 day of the armor’s environmental protections, or to restore 1 charge to one of the armor’s other armor upgrades. As a swift action, you can expend 2 of the armor casing’s charges to empower a melee or ranged attack, causing that attack to deal 2d6 additional fire damage if it hits (or 1d6 fire damage if the attack affects multiple creatures). Toughness: You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. =================================================
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Credits 6230 -------------------- |