About Lenny Shiroyuki
SFS # 272301-703
Slotted Faction Second Seekers
Wealth 503 cr
Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 18
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
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).
-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.
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.
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)
Step Up (Combat) You can close the distance when a foe tries to move away.
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).