| Full Name |
Ménélas |
| Race |
| SP 73/73 HP 67/67 | RP 9/9 | EAC 21(24) KAC 21(24) | Fort +7; Ref +8; Will +7 | Init: +5 | Perc: +13, SM: +4 |
| Classes/Levels |
| Speed 30ft | Active conditions: Low-Light vision, Elven Blood. |
| Gender |
Male NG Half-elf Tempered Pilgram Solarian 9 |
| Age |
25 |
| Alignment |
NG |
| Deity |
Hylax |
| Location |
Akiton |
| Languages |
Common, Halfling, Akitonian, Aklo, Kasatha, Elven, Azlanti, Abyssal, Eoxian, Sarcesian, Terran, Orc |
| Strength |
10 |
| Dexterity |
20 |
| Constitution |
13 |
| Intelligence |
12 |
| Wisdom |
10 |
| Charisma |
21 |
About Ménélas
PFS #212081-702
Experience ---
Faction Wayfinder
Theme Tempered Pilgram
Wealth ??? Credit, Reputation 28 (Wayfinder), 1 (Exo-Guardians), 1 SS (LE)
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Ménélas
Solarian 9
N Medium humanoid (Half-elf)
Init +5; Senses Perc +12, SM +4,
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Defense
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EAC 21 (24), KAC 21 (24)
SP 73; HP 67; RP 9
Fort +7, Ref +8, Will +6 (+7 Mk 1 ring of resistance)
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Offense
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Speed 30 ft.
Melee Solar Shield +10, 1d3 (W-boson crystal, shard +1/1d4 bleed)
Ranged Membrane Holdout Pistol +15/+16 Double tap, 1d6/1d6 burn
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 10, Dex 20, Con 13, Int 12, Wis 10, Cha 21
Carrying capacity Unencumbered 5, Encumbered 11, Overburdened 12
Base Atk +9
Feats Weapon focus (Small arms), Double Tap (Combat), Reality Glimmer(Charming Veneer, Detect magic, Shifting surge), Versatile focus, Jinx
Languages Common, Halfling, Akitonian, Dwarden, Kasatha, Elven, Azlanti, Abyssal, Eoxian, Sarcesian, Terran, Orc
Skills Acrobatics +15, Athletics +5, Bluff +5, Culture +8, Diplomacy +20, Disguise +9, Intimidate +17, Perception +13, Physical science +5, Piloting +5, Profession (Comedian) +9, Sens motive +4, Stealth +14
Combat Gear Membrane Holdout Pistol, W-boson crystal shard
Other Gear Consumer Backpack, Defrex Hide Basic, Jump jet, Clothing environmental (radiation), Fire Extinguisher, Portable Light Flashlight, Voice amplifier, Ability Crystal Mk 2 (Cha), Ability Crystal Mk 1 (dex), Mk 1 Ring of resistance
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Special Abilities
Adaptability: Half-elves receive Skill Focus as a bonus feat (Diplomacy) at 1st level.
Elven Blood: Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus to Perception skill checks.
Low-Light Vision: Half-elves can see dim light as if it were normal light. See Vision and Light on page 261.
Class Features
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 (Culture and Disguise).
Solar Manifestation (Su)
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 Shield
Source Character Operations Manual pg. 84
You can coalesce your solar mote around one of your hands, creating a deflecting shield of out of stellar energy. This shield appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. Normal defensive implements such as bucklers and kite shields are popular shapes for solar shields, but it is not unheard of for a solarian to bear a solar shield in the form of a shining orrery orbiting their arm, a set of rapidly spinning helicopter blades across their forearm, or stranger barriers. Your solar shield’s general design has no impact on its function, and it doesn’t give the shield any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your solar shield grants you a +1 shield bonus to AC (see Shields on page 124), and as a move action you can align the shield to grant you greater protection against one opponent you are observing (Core Rulebook 260), which increases your shield bonus to AC to +2 against attacks from that opponent until the beginning of your next turn. At 5th level and again every 5 levels thereafter, the shield bonus when aligned against one target increases by an additional +1.
You can make unarmed attacks with your solar shield; these attacks are not archaic, and you threaten squares within your reach while it is formed. You can add solarian weapon crystals to your solar shield as if it were a solar weapon, in which case their benefits apply to unarmed attacks you make with the shield. The damage type of these attacks is the same damage type as the type granted by the solarian weapon crystal, and if the solarian weapon crystal does not specify a damage type, it deals bludgeoning damage.
Forming or dismissing a solar shield is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar shield is automatically dismissed if it ever leaves your hand.
Stellar Mode (Su) - 1st Level
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 - 1st Level
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.
Black Hole (Su) [Graviton Revelation]
Source Starfinder Core Rulebook pg. 103
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) [Photon Revelation]
Source Starfinder Core Rulebook pg. 103
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.
Gravity Hold (Su) [Graviton Revelation] (Lvl 2)
Source Starfinder Core Rulebook pg. 104
This revelation allows you to move objects at a distance as per psychokinetic hand (see page 370).
When you are attuned or fully attuned, you can use the psychokinetic hand ability of your gravity hold to immobilize, lift, or move a Medium or smaller creature. The creature can attempt a Fortitude save to negate the effect. While under this effect, the target creature cannot move, but can take any other normal actions. This ability follows all of the restrictions of the spell other than the weight limit, but you can’t lift a creature higher than 5 feet off the ground. When you spend a standard action concentrating to maintain the gravity hold, the target can attempt a new save to end the effect. Once a creature successfully saves against this ability, it becomes immune to further uses of this revelation for 24 hours.
Distant Burst (Su) [Photon Revelation] (Lvl 4)
Source Character Operations Manual pg. 85
Your solar manifestation is an extension of yourself, and you have learned to center your power outward. Any stellar revelations (including zenith revelations) that have a radius and are centered on you can be centered anywhere within 20 feet of you. While attuned or fully attuned, they can instead be centered anywhere within 40 feet of you.
Corona (Su) [Photon revelation] (Lvl 6)
Source Starfinder Core Rulebook pg. 105
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.
Gravity Surge (Su) [Graviton Revelation] (Lvl 8)
Source Starfinder Core Rulebook pg. 105
As a full action, you can perform a disarm or trip combat maneuver against a target within 30 feet. Use your Charisma modifier on your attack roll instead of your Strength modifier, and you gain a +4 bonus to this attack roll that doesn’t stack with the bonus from the Improved Combat Maneuver feat.
When you are attuned or fully attuned, if you disarm a target with gravity surge and have a hand free, the dropped item flies toward you and you can snatch it from the air. If you trip a target with gravity surge, you can pull the target up to 10 feet closer to you.
Sidereal Influence (Su) - 3rd Level
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.
Flashing Strikes (Ex) - 7th Level
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
Solar Acceleration (Su) [Photon Revelation]
Source Starfinder Core Rulebook pg. 107
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) [Graviton Revelation]
Source Starfinder Core Rulebook pg. 107
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.
Theme - Tempered Pilgram
Source Pact Worlds pg. 77
In their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don’t need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle.
Theme Knowledge (1st Level)
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Compelling Influence (6th Level)
You understand a variety of social cues and are quick to take advantage of them when you interact with others. When you exceed the DC of a Diplomacy check to improve a creature’s attitude by 5 or more, you need to spend only 1 extra minute interacting with the creature to improve its attitude by one additional category. In addition, you worsen a creature’s attitude only if you fail the Diplomacy check to improve its attitude by 10 or more.
Slotted Boons: (no more than one of each except for slotless)
* Faction: Wayfinder
* Ally: Preservation of AA-1260 (Life science, Mysticism, Physical science (=lvl))
* Personal: Sudden Attunement
* Promotional:
* Social: Society Solidarity or Street Cred: Absalom Station (if in Absalom) OR Enemy of the Devourer
* Starship: Automated Defenses
* Slotless: For the future first, Ghibran Linguist, Qarabat University Admittance