About Momo Strawberry-------
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More backstory (Potential spoiler for The Last Bite) Botting:
If full attack possible: [dice=Full Attack, Carbon blade]1d20+7-4; 1d10+7[/dice]
If not: [dice=Attack, Carbon blade]1d20+7; 1d10+7[/dice] Default attunement in photon mode GM only:
Momo Strawberry Female Human Solarian 5 Neutral Good Medium Human Init +3; Senses Perception +5 _________________________________________________ DEFENSE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ EAC 18; KAC 18 SP 40 HP 39 RP 5 Fort: +5, Ref: +4, Will: +5 _________________________________________________ OFFENSE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Speed land: 30 Basic Melee Unarmed Strike: +8 (1d3+8; critical -; Archaic; Nonlethal; ) Advanced Melee Curve Blade, Carbon Steel: +8 (1d10+8; critical Bleed 1d6; Analog; ) Small Arm Semi-Auto Pistol, Tactical: +8 (1d6+2; critical -; Analog; ) _________________________________________________ STATISTICS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Str 17, Dex 16, Con 12, Int 10, Wis 12, Cha 16, Base Atk +5 Grp +5 SkillsAcrobatics +7, Athletics +8, Bluff +3, Computers +0, Culture +0, Diplomacy +11, Disguise +3, Engineering +0, Intimidate +7, Life Science +0, Medicine +0, Mysticism +10, Perception +5, Physical Science +4, Piloting +7, Sense Motive +5, Sleight of Hand +3, Stealth +7, Survival +5, Profession(Dancer) +11 Languages: _________________________________________________ SPECIAL ABILITIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ RACE FEATURES Human Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them. Skilled: Humans gain an additional skill rank at 1st level and each level thereafter. Bonus Feat: Humans select one extra feat at 1st level. FEATS Cleave: You can strike two adjacent foes with a single swing. 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. Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Advanced Melee: Add your character level to damage with advanced melee weapons, or half your level to operative melee weapons.) Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Small Arms: Add half your character level to damage with small arms.) Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Basic Melee: Add your character level to damage with basic melee weapons, or half your level to operative melee weapons.) Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. Shield Proficiency: You are trained in the use of shields. You gain proficiency with shields. Step Up: You can close the distance when a foe tries to move away. 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. Close Combat: When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you. When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn. THEME BENEFITS Theme: Esper, bonus: +1 cha Monsters are out there. They seek to invade your mind and destroy all that lies within. Some might quail at that thought, but not you. You hunt these monsters down wherever they may hide. You have trained with an elite psionic squad or a specialist unit dealing with psychic threats, or served as the psionics officer for a military task force or law enforcement group. Even if you were born without psychic gifts of your own, the exposure you’ve had working with these units has helped you unlock some of your latent potential. Theme Knowledge: (level 1): You might have studied the traditions and techniques of the Swarm Patrol Corps, who once used their psychic abilities against the Swarm. Or you may be part of a new unit that is finding novel ways to leverage psychic gifts to achieve military victories. Whichever is true, you fight battles with your brain as much as your weaponry and use the psychic talents of your team to seize victory. Always alert to dangers, you’ve created extensive files on past psychic threats. You know that psychic foes can come in countless varieties, from sapient beings to monsters. You’ve cataloged not only their most dangerous abilities, but also their weaknesses and the best methods to combat them. Reduce the DC by 5 for Culture, Life Science, or Mysticism checks to identify creatures or opponents with psychic or magical abilities, from the Swarm with their hive mind to necrovites with their mighty spellcasting. Mysticism 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 Mysticism checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. Psychic Coordination: (level 6): Being able to communicate with your squad is of utmost importance. When in the field, you need to stay in touch, coordinate attacks, or revise battle plans in light of new information. Fortunately, your extensive training in psychic lore has awakened your own latent psychic gifts, or expanded upon talents that were already there. You gain limited telepathy with a range of 30 feet. If your species already grants you any sort of telepathy, you instead increase the range of that telepathy by 30 feet. Danger Sense: (level 12): Being forewarned is half the battle. Through continuous training and work in the field against a variety of enemies, you’ve opened the pathways of your mind and developed a deep sensitivity to the presence of opponents, no matter where they may hide. You develop blindsense (hostile thought) with a range of 30 feet. The hostility need not be aimed at you. Tactician: (level 18): When you make plans with your squad, your determination increases. Once per day, when you spend 10 minutes reviewing a battle plan with a team member against a significant foe, you recover 1 Resolve Point. Doing so doesn’t count as resting to regain Stamina Points. In addition, once per day, if you successfully carry out such a tactical plan, you recover 1 Resolve Point. CLASS FEATURES Solarian The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal revelation, you recognize yourself as part of an ancient tradition—a force of preservation and annihilation. Skill Adept: 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. (Piloting: )(Survival: ) Solar Manifestation: 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 Armor: You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor or powered armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter. Forming or dismissing solar armor is a move action. ) Stellar Mode: 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**
**Photon Mode**
**Unattuned**
Stellar Revelation: 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. 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. **Disproportionate Revelations**
| Level | 1 | 5 | 9 | 13 | 17 |
| Level | 1 | 9 | 17 |
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.)(Eclipse Defense [Graviton]: You can cause your melee weapon to exert a gravitational pull, drawing strikes to meet it. If a creature hits you or a creature adjacent to you with a melee attack and you're wielding a melee weapon, you can make a melee attack roll against the attacking creature as a reaction. If your attack exceeds the attacking creature's KAC + 8, you don't deal damage; instead, the target's attack deals only half damage. When you are attuned or fully attuned, you gain a +4 bonus to your attack roll to use this revelation. ) Shield Proficiency: Solarians automatically gain proficiency with Shields at 1st level. Weapon Specialization: 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. Sidereal Influence: 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.(Mysticism [Graviton]: )(Diplomacy [Photon]: ) INVENTORY Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls. Curve Blade, Carbon Steel: This graceful, curving blade further increases the drama inherent in sword fighting. Carbon steel blades bite deeply, causing bleeding wounds. The blade of an ultrathin curve blade looks delicate, but it is as hard as carbon steel and keeps a fine edge. Buzzblade curve blades vibrate when powered, tearing organic flesh and causing additional bleed damage. Dimensional slice curve blades have only a narrow visible blade area, surrounded by a solid aura; these are the sharpest and most dangerous curve blades on the market. Semi-Auto Pistol, Tactical: The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine. Lashunta Tempweave Basic: Lashuntas developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments. Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon. Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon. Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon. Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon. Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon. Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon. Ability Crystal (Magic), MK 1: +2 points to a single ability score Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature. Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature. Cable Line, Titanium Alloy (10 ft.): Industrial-strength cabling is typically woven from hundreds of cords of high-durability plastic that are often coated in metal for added strength. Clothing, Professional: Clothing is mass produced throughout the Pact Worlds, and the residents of the system are never wanting for clothes. Clothing is often worn both under and over armor, and its benefits apply in nearly all situations. Clothing comes in several varieties based upon its intended purpose, as described below. Each set of professional wear is tailored to the tasks of a specific Profession skill and accommodates the needs of its wearer while also conveying an air of expertise and professionalism. You gain a +1 circumstance bonus to Profession checks to earn a living while wearing an appropriate professional outfit. Comm Unit, Personal: A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price. Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements (see page 234). Hygiene Kit: This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures. Gear Maintenance Kit: This kit contains tools to maintain most common equipment. It includes a canister of lubricating oil, several small drivers and wrenches, armor polish, an armor cleansing agent with a citrus aroma, and a UPB pen that can repair small cracks, dents, scuffs, and other signs of wear and tear in most types of gear. A UPB pen can hold 1 UPB, which is enough to repair cosmetic damage on any one item. |