Pertinax
Male Elebrian Solarian 1
N Large Magical Beast
Init +1; Senses low-light vision; Perception +3
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Defense
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KAC 15 EAC 13 AC vs. Combat Maneuvers 23
hp 9 stamina points 8 resolve points 4
Fort +3, Ref +1, Will +1
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Offense
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Speed 30 ft. 25 ft. in Armor
Melee Solar Weapon +4 (1d6+3 piercing)
Ranged Azimuth Laser Pistol +2 (1d4 Piercing)
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Statistics
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Str 16, Dex 12, Con 12, Int 12, Wis 8, Cha 16
Base Atk +8;
Feats Heavy Armor Proficiency, Longarm Proficiency
Theme: Outlaw
Skills Acrobatics -1, Athletics +5, Culture +5, Intimidate +7, Mysticism +3, Perception +3, Piloting +1, Sense Motive -1, Stealth -1, Survival -1
Languages Common, Eoxian, Requian
Gear Lashunta Ringwear I, W-Boson Shard, Personal Comm Unit, 13 credits
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Special Abilities
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Find Weakness: Elebrians can instinctively find and take advantage of other creatures’ weak point. An elebrian can make a single melee or ranged attack as a full action, and if they hit, they can add half their level to the damage dealt (minimum +1 damage). Whether successful or not, once an elebrian has used this ability on a creature, that creature is immune to it for 24 hours.
Intellectual Knack: Elebrians can easily comprehend complex issues and remember minutiae. An elebrian can attempt a skill check to recall knowledge untrained, regardless of the DC, and can always take 20 to do so (though this takes 2 minutes), even without access to an information network or data set.
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.
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.
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.