Saguaroi

Nalotrunos's page

144 posts. Organized Play character for therealthom.


Full Name

Nalotrunos Charabul Zavakarov

Race

// SP 8/8 HP 11/13 RP 2/4 EAC 13 KAC 15 // F +3 R +1 W +2

Classes/Levels

// Move 30 BAB 1

Gender

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1

About Nalotrunos

Nalotrunos
Male vesk gladiator solarian 1
None Medium humanoid (vesk)
Init +1; Senses low-light vision; Perception +0

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DEFENSE
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EAC 11; KAC 13 (+1 vesk, +1 solar armor = 13, 15)
SP 8 HP 13 RP 4
Fort +3, Ref +1, Will +2

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OFFENSE
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Speed Walk 30'
Melee claws +3 (1d3+2 , critical ; Deals Piercing Damage, Glows blue)
Ranged laser rifle, azimuth +2 (1d8, critical Burn 1d6; -)

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STATISTICS
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Str 14, Dex 12, Con 13, Int 8, Wis 10, Cha 16,
Base Atk +1; Grp+3
Feats Longarm Proficiency
Skills Acrobatics +5, Athletics +6, Intimidate +8,
Languages Common, Vesk
Combat Gear serum of healing mk 1,
Other Gear laser rifle, azimuth, kasantha microcord i, clothing (profession (maintenance worker)), cable line (titanium alloy/10 ft) (5), backpack (consumer), 750.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Vesk are medium humanoids with the vesk subtype
Armor Savant Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to ac. When they're wearing heavy armor, their armor check penalty is 1 less severe than normal
Fearless Vesk receive a +2 racial bonus to saving throws against fear effects
Low-light Vision Vesk can see in dim light as if it were normal light. For more details, see page 264
Natural Weapons [not implemented]vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 x their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual)

THEME BENEFITS
Gladiator You are a veteran of the public blood sport industry-a survivor of countless battles to earn a shiny credstick of winnings, the adulation of your fans, or both. You might be a veteran of akiton's fighting pits, a student of the ritualized styles of triaxus's battleflowers, or the sort of masochist who can't help but return to eox's halls of the living. You're likely to die before your habits do, though, as you find few things more exciting than the rush of battle and the pounding cheers of a thousand fans
Theme Knowledge Your experience in the arenas has exposed you to countless warrior cultures, and you both recognize strange martial arts and know how to impress others with your own unique style. Reduce the dc of culture checks to recall knowledge about entertainment combat, fighting styles, and gladiatorial traditions by 5. Intimidate 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 intimidate checks. In addition, you gain an ability adjustment of +1 to constitution at character creation
Famous Fighter You have developed a considerable fandom that loves you for your arena prowess. You're famous enough that others require only a dc 15 culture check to recognize your name and a dc 25 culture check to recognize you out of context from your appearance alone. Because you're famous for your brutal stage presence, you can spend twice the normal amount of time when using intimidate to bully a creature whose attitude is indifferent or better. If you do and succeed at the check, when the effect wears off, the creature's attitude toward you is worsened only to indifferent, not unfriendly. At the gm's discretion, a die-hard fan's attitude might be worsened to friendly instead, or you might be able to use this ability against an unfriendly target
Part Of The Outfit Your name is synonymous with your gladiatorial persona and outfit. As long as your gear is in good condition, you don't take any circumstantial penalties for wearing light armor or heavy armor in social situations (such as wearing golemforged plate to a formal event). You can use intimidate or profession (gladiator; charisma) to "hide" up to two smaller weapons (such as a small arm or one-handed melee weapon with light bulk) or one larger melee weapon on your body, though you do not conceal the weapon so much as convince others to accept your carrying it without any objections. You can draw these weapons as normal; you do not need to spend a standard action as you would to draw a hidden weapon. Otherwise, this functions as the hide object task of sleight of hand. At the gm's discretion, areas with especially high security may not allow you to carry weapons at all, no matter your reputation
Crowd Favorite The first time each day you deal the finishing blow (reduce a creature to 0 hit points) to a significant enemy in front of an audience (consisting of at least one bystander or ticket-holding fan, but not another enemy), you regain 1 resolve point. If the audience contains 20 or more creatures, you instead regain 2 resolve points

CLASS FEATURES:
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
Solar Manifestation Solar manifestation is the perfect darkness of a black hole. 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. 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 - 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 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 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 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

FEATS:
Longarm Proficiency You know how to use longarms You gain proficiency in longarms (see weapon proficiency on page 243)

Notes:

90661-703.
Boons:
Wayfinders.
Starfinder agent