About Pregen level 4SFS # 43907-701
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Statistique:
Name Altronus Scholar Solarian 4 LN Medium humanoid ( Kasatha ) Init +1; Senses Perc +7, SM +1,; Darkvision 60ft --------------------
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Skills Acrobatics +10, Athletics +10, Diplomacy +8, Life Science +5, Perception +5, Stealth +6; (reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology) Starship-Combat Version of Skills
Feats Blind-Fight, Weapon Focus (advanced melee weapons) Languages Common, Kasatha Other Abilities desert stride, four-armed, sidereal influence, stellar mode Combat Gear rmk 1 serums of healing (2), frag grenades I (2), medpatch;
Dark Matter As a move action, Altronus can gain DR 1/— for 1 round. When Altronus is attuned or fully attuned to graviton mode, he can instead gain DR 2/—, and the DR lasts as long as he remains graviton-attuned.Darkvision Altronus can see up to 60 feet in total darkness. Desert Stride Altronus can move through nonmagical difficult terrain in deserts, hills, and mountains at his normal rate. Four-Armed Altronus has four arms, all of which can wield and carry items normally, though this does not affect how many attacks he can make each round. Plasma Sheath As a move action, Altronus can cause all his solar weapon damage to become fire damage (though attacks still target KAC) for 1 round. If he is attuned or fully attuned to photon mode, he also increases the damage dealt by 2, and the effect lasts as long as he maintains stellar attunement. Sidereal Influence Outside of combat, Altronus can tap into stellar influences to assist in him various tasks. He must meditate for 1 minute and then chooses either Diplomacy or Stealth. He adds a +1d6 insight bonus to checks with the selected skill until he enters combat, falls unconscious, sleeps, or meditates to choose another skill. Solar Manifestation (Solar Weapon) Altronus has a mote of yellow light that orbits him. He can grab this and turn it into a solar weapon with the same ease as drawing a weapon. It is considered a one-handed advanced melee weapon that deals 1d6 slashing damage. Stellar Mode At the beginning of Altronus’s first round in a combat, he must choose one of three modes—graviton-attuned, photon-attuned, or unattuned. If graviton- or photon-attuned, he gains 1 attunement point for the appropriate mode. Each round, he either maintains that mode (gaining another point of attunement, to a maximum of 3), or becomes unattuned (losing all attunement points, and he can then enter a new mode on the following turn). If Altronus has 1 or 2 points in a mode, he is attuned to that mode. If he has 3 points in a mode, he is fully attuned to that mode. Some of his abilities function only when he is attuned or fully attuned to the graviton or photon mode.When attuned in graviton mode, Altronus gains a +1 insight bonus to his Reflex saves. When attuned in photon mode, Altronus gains a +1 insight bonus to damage rolls. Supernova (Su) When Altronus is fully attuned to photon mode, as a standard action he can deal 5d6 fire damage to all creatures within 10 feet of him (Reflex DC 13 half). After using this power, Altronus becomes unattuned. Spoiler:
Gear description
------------------------ GEAR DESCRIPTIONS -------------------------------------- Beacon This handheld light increases the light level by one step in a 50-foot radius. It can operate for 10 hours before its battery must be recharged or replaced. Defrex Hide While wearing this armor, Altronus can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 4 days. Its infrared sensors give Altronus darkvision. Flashlight This handheld light increases the light level by one step in a 20-foot cone. It can operate for 10 hours before its battery must be recharged or replaced. Least Graviton Crystal This solarian weapon crystal is part of Altronus’s solar manifestation. It adds 1d3 damage and the knockdown critical effect to his solar weapon (these benefits are already added in to his solar weapon attack above). Medpatch Altronus can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task. Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP. Tactical Semi-Auto Pistol This small arms weapon fires physical bullets and can be fired nine times before it must be reloaded. Titanium Alloy Cable This 100-foot-long cable is designed for climbing or securing loose cargo --------------------
All My Boons:
Bot Me!:
Here is where you include pertinent details needed to bot your character. Include dice expressions for your main attacks as well as tactics and any overriding philosophies that might guide your actions. Please include your main ship skills for Starship Combat here. Charli Poshkettle is an enthusiastic if somewhat ineffective combatant. In the first round of combat, she always uses her get ‘em ability to help the team. [dice=Stabby (survival knife)+Get ‘em] 1d20+2+1[/dice]
[dice=Pew Pew (azimuth laser pistol)+Get ‘em]1d20+2+1[/dice]
In ship combat, she happily serves as Captain or Science Officer. As a Captain, she likes to lead off with a taunt. Etc... |