Dr Davaulus

Maxim Petrovich's page

541 posts. Alias of Therenger.


Full Name

Dr. Maxim Petrovich

Race

Human

Classes/Levels

Solarian 9 (Celebrity Icon) | HP:56/67 SP:44/63 RP:5/7 | EAC:26 KAC:28 | BAB +9 | Fort +6 Ref +6 Will +6 | Init +7 | Percep +12 | Spd:40

Gender

Male

Size

M

Age

37

Alignment

Chaotic Good

Strength 16
Dexterity 16
Constitution 10
Intelligence 15
Wisdom 10
Charisma 13

About Maxim Petrovich

Human Solarian Icon / Lvl 9
Profession: Metaphysical Engineer
Solar Weapon Manifestation (Red light)

-- Defense --
HP: 67 SP: 63 RP: 7
EAC: 26 KAC: 28
Fort: +6 Reflex: +6 Will: +6
Celestial Stole: Fire & Cold Damage Resistance = 10
Kasatha microcord IV (+13 EAC, +15 KAC)
Force Field: White (Cap=20,HP=15,Heal=4,2 slots) pg. 206

Haste Circuit (1 slot):
The targeted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time. All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste counters and negates slow.
Source Starfinder Core Rulebook pg. 205
Item Level 8; Price 9,250
Slots 1; Armor Type Light, Heavy; Bulk L
Capacity 10; Usage 1/round
You can activate the haste circuit as a swift action to gain the benefits of a haste spell until you spend another swift action to deactivate it or it runs out of charges. A haste circuit’s charges replenish each day.

-- Offense --
Initiative: +7
Perception: +12
Base Attack Bonus: +9
Speed: 40ft
Melee: Solar Weapon +13 (3d6+10+2d6F, +1d6 Burn on Crit) [morning star, The Morning Star] w/lesser Photon Crystal
Ultrathin Longsword, +13 (4d8+3) S (Lvl 11)
Range: Thunderstrike Streetsweeper +12 (1d10+1d6+3 Sonic) Lvl 7, 50 ft., 33 charges remaining, Usage 5, Bulk 2

-- 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.

-- Spells --
(Lvl 0/unlimited use)
Mending: Restore 1d4 Hit Points to an object or construct.
Telepathic Message: Send a short telepathic message and hear simple telepathic replies.

(Lvl 1/3x per day)
Supercharge Weapon: Touched weapon deals 4D6 extra damage on next attack if hits.

-- Zenith Revelation --

Wormholes (Su):
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.

-- Stellar Revelations --

Black Hole:
When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer.

Supernova:
When 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.

Gravity Hold:
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.

Stellar Rush:
As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248). 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.

Gravity Surge:
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.

Reflection:
You can reflect ranged attacks back at your enemies. If you took the total defense action on your last turn, or if you were fighting defensively and spend 1 Resolve Point, as a reaction you can redirect a ranged attack that misses you. Select a new target within 30 feet and make a ranged attack roll with a –4 penalty. If your attack hits, the new target is damaged as if it had been the intended target of the original ranged attack. When you are attuned or fully attuned, you don't take a –4 penalty to your redirected attack roll.

REACTIONS
A reaction is a special action you can take even if it’s not your turn, but only after a defined and concrete trigger. You can’t use a reaction before the first time you act in a combat. You can take only one reaction each round; you regain your reaction at the start of your turn.

Unless their descriptions state otherwise, purely defensive reactions interrupt the triggering action: resolve the reaction first, then continue resolving the triggering action. Otherwise, resolve the reaction immediately after the triggering action. You gain access to most reactions through feats, items, and class features, but an attack of opportunity is a reaction that is universally available to all characters.

READY AN ACTION
You can prepare to take an action when a certain trigger occurs by using a standard action. Decide on a standard, move, or swift action and a trigger. You can take the action you chose when the trigger happens. This changes your initiative count to the current initiative count for the remainder of the combat. If you used a reaction on your previous turn and then chose to ready an action, you still regain your reaction at the beginning of your original turn, not when you take your readied action.

If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event. If you come to your next turn and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again).

-- Skills --
(Skill Ranks + Ability Mod + Class/Theme Skill)
8 = 2+3+3 Acrobatics (Dex)
11 = 5+3+3 Athletics (Str)
14 = 9+2+3 Computers (Int) [Solarian Skill Adept]
5 = 1+1+3 Culture (Cha) [Theme Skill]
11 = 7+1+3 Diplomacy (Cha) [+1d6 Sidereal Influence]
14 = 9+2+3 Engineering (Int) [Solarian Skill Adept]
5 = 1+1+3 Intimidate (Cha)
4 = 1+0+3 Mysticism (Wis)
12 = 9+0+3 Perception (Wis)
6 = 1+2+3 Physical Science (Int)
9 = 3+2+3+1 Profession (Int) [Metaphysical Engineer, Icon +1]
4 = 1+0+3 Sense Motive (Wis)
15 = 9+3+3 Stealth (Dex) [+1d6 Sidereal Influence]

-- Feats --

Technomantic Dabbler:
Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells is Intelligence.

Adaptive Fighting
-Cleave
-Longarm Proficiency
-Mobility
Extra Resolve
Improved Initiative
Step Up
Step Up and Strike
Weapon Focus (Solar Weapon / Advanced Melee Weapons)
Weapon Specializations (Class Specialization)
-Basic Melee
-Advanced Melee
-Small Arms

-- Equipment --
Bulk: 3
Streetsweeper, Thunderstrike 2
1 extra Ammo pack for Streetsweeper (40 charges)
Speed Suspension, minimal +10 Speed
Kasatha microcord IV +13/+15 L
Personal Upgrade, mk1 - STR+2 -
Datajack, standard -
Aeon Stone, Iridescent Spindle
Personal Comm Unit L
Engineering Tool Kit, Non-specialty L
Computers Tool Kit L
Backpack, Consumer 1

-- Languages --
Common, Lashunta, Kasatha

-- CELEBRITY (6th lvl Icon) --
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it's a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like "a doctor who can treat this disease," you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

-- Maxim's Story --
Author of the Best-selling book, Relatavistic Implications of Resonating Quantum Lattices in Applied Metaphysics, or, How to Spend Summer Vacation in the Afterlife, Maxim Petrovich was a sought-after commentator on all things metaphysical. Immediately following the success of his book and the Station-wide tour, he was a notable fixture on such lists as, "Who's Who in Arbitrary Time Sequencing of Factored Quantum Decay Modeling," and, "Top 10000 Bachelors on Absalom Station (if you're not allergic to real skin)."

Unfortunately, his second book, The Lives of Our Days, was seen as a pretentious bore and was a commercial flop for his publisher, and his celebrity status cratered. Luckily for Maxim, he was more than just a dour face and piercing blue eyes. He was a Metaphysical Engineer!

A series of penetrating experiments beyond the veil provided the insight natural to many of the Kasatha Solarians, and he harnessed a Stellar mote. Thus began the next phase of his life, as a Student of the Cosmonastery. Through rigorous training of mind and body he developed abilities he would use to fashion a career for himself as a private contractor of metaphysical curiosities, willing to go anywhere, regardless of the dangers, to explore the mysteries of the multiverse.