Lenny Shiroyuki's page

437 posts. Organized Play character for PaleDim.


| SP 54/54 HP 46/46 | RP 7/7 | EAC 18; KAC 18 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +4, SM: +4; Darkvision: 60' (infrared sensors)


| Speed 30ft | Stellar mode: photon (_)(_)(_) | sidereal influence: photon | Laser pistol charges: 20/20 | Active conditions: None


Male NG human spacefarer solarian 6

About Lenny Shiroyuki

Solarian 6
NG Medium humanoid (human)
Homeworld Absalom Station
Init +1; Senses Perc +4, SM +4


SFS # 272301-703
Slotted Faction Second Seekers
Wealth 503 cr


EAC 18, KAC 18
SP 54 HP 46 RP 7
Fort +6 (+4 vs. environmental hazards like thin/thick atmosphere, smoke, or hot/cold temp.), Ref +3, Will +5
Upgrade Slots 2
1-2. brown force field
Not installed Infrared Sensor


Speed 30 ft.
Melee solar sword, minor w-boson crystal +11 (2d6+10+1d6 [+4 STR, +6 WS] S, critical bleed 2d6)
Ranged corona laser pistol +7 (2d4+3 [+3 WS] F, 90’, ammo 20, usage 1, critical burn 1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks black hole, cleave, stellar rush, step up, supernova


Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 18
BAB +6
Skills (trained) athletics +12, computers +5, culture +8, diplomacy +8, engineering +8, mysticism +4, perception +4, physical science +9, sense motive +4, stealth +5; Skills (untrained) acrobatics +3, bluff +6, disguise +6, intimidate +6, piloting +3, survival +2; Armor Check Penalty 0
Feats Cleave, Toughness, Step Up, Weapon Focus (Advanced Melee Weapons)
Languages Castrovelian, Common, Triaxian
SQ sidereal influence (graviton: Sense Motive, photon: Diplomacy), skill adept (culture, engineering), solar manifestation (solar weapon; sword; slashing)
Proficiencies light armor, basic melee weapons, advanced melee weapon, small arms
Combat Gear serum of healing, mk 1 (2), tier-1 antitoxin (5), battery (spare; 20/20 charges), minor w-boson crystal, glove of storing
Other Gear solar weapon, corona laser pistol, Ysoki Refractor Suit, backpack (industrial), comm unit (personal), engineering kit, flashlight, hacking kit, hygiene kit, tent (mobile hotelier), starstone compass

Special Abilities:

Eager Dabbler In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills (see page 134).
Stellar revelations
-Black Hole (Su) Standard action: 20' radius, pull creatures up to 10' toward you (DC16 Fort negates)
-Dark Matter (Su) 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.

-Glow of Life (Su) As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level.
-Stellar Rush (Su) As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248).
-Supernova (Su) Standard action: 10' radius 2d6 F (DC16 ref half)

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.
Cleave (Combat) You can strike two adjacent foes with a single swing.
* Prerequisites: Str 13, base attack bonus +1.
* Benefit: As a standard action, you can make a single melee
attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
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)
Solar Weapon (Su) Move action: create solar sword
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 blackhole, 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 conneciton 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.
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 consciousnes 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-stake 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. 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.
-Gravitron 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 (+2).
-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 unatuned, you gain no attunement points and you are
neither photon-attuned nor graviton-attuned. You gain no beneftis while unattuned.

Step Up (Combat) You can close the distance when a foe tries to move away.
* Prerequisites: Base attack bonus +1.
* Benefit: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability.
Theme Knowledge (Ex) -5 DC for checks related to Physical Science knowledge of strange new worlds or features of space .
Toughness +4 to Con checks to keep running, hold breath, or avoid dam from forced march, starvation or thirst. +4 to Fort saves vs. environmental hazards like thin/thick atmosphere, smoke, or hot/cold temp.
Weapon specialization (ex) 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.[/b]

Optimistic and upbeat; a very corny/punny sense of humor.

A burly solarian who opens a pilates gym with a groan-inducing name after several failed attempts at joining a local soldiers guild or union. He likes to build things for himself, and for a time studied physics in his free time.

He's brusque, proud of his self-sufficiency, but has an embarrassing tendency to sleep-walk.

Sidequest: as he embarks on his adventuring phase of life he has to hire an assistant that he can trust to run the gym while he's away.

In addition to the above, my character will be super enthusiastic (he likes "themes"), and perhaps a little too trusting. His businesses are often not successful but he keeps trying. Building computers. Driving ride-shares. Guard work. Failed to elevate from that to a local mercenary company. And now his greatest idea yet, a "gym": Pilates of the Caribbean (yes, I just heard you groan).