About Maxim PetrovichHuman Solarian Icon / Lvl 9
-- Defense --
Haste Circuit (1 slot): Source Starfinder Core Rulebook pg. 205
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. 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 --
-- FLASHING STRIKES (EX) (7th Level) --
-- Spells --
(Lvl 1/3x per day)
-- 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
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
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 --
-- 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 --
-- Languages --
-- CELEBRITY (6th lvl Icon) --
-- Maxim's Story --
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. |