kasatha Solar 4 | SP 32 | HP 32 | RP 3 | EAC 16 | KAC 16 | Fort +5 | Ref +2 | Will +5 | Init +2 | Perc +7
Male kasatha scholar solarian 4
LN Medium humanoid (kasatha)
Init +2; Senses darkvision 60 ft.; Perception +7
EAC 16; KAC 16
SP 32 HP 32 RP 3
Fort +5; Ref +2; Will +5
Defensive Abilities dark matte
Speed 30 ft.
Melee solar weapon +7 (1d6+1d3+6 S; critical knockdown)
Ranged tactical semi-auto pistol +5 (1d6+2 P; analog)
or frag grenade I +2 (explode [15 ft., 1d6 P, DC 7])
black hole, plasma sheath, solar manifestation (solar weapon), supernova
Str 14 (+2); Dex 12 (+1); Con 12 (+1); Int 11 (+0); Wis 12 (+1); Cha 12 (+1)
Life Science +5,
Stealth +6; (reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology)
Weapon Focus (advanced melee weapons)
Languages Common, Kasatha
Other Abilities desert stride, four-armed, sidereal influence, stellar mode
Combat Gear mk 1 serums of healing (2), frag grenades I (2), medpatch; Other Gear defrex hide (upgrade: infrared sensors), least graviton crystal, tactical semi-auto pistol with 30 small arm rounds, beacon, everyday clothing, field rations (1 week), flashlight, hygiene kit, personal comm unit, titanium alloy cable (100 ft.), credstick (33 credits)
Black Hole (Su) When fully attuned to graviton mode, as a standard action Altronus can pull any number of creatures he targets that are within 20 feet of him toward him. Each target must succeed at a DC 13 Fortitude save or move 5 feet closer. This movement doesn’t provoke attacks of opportunity. After using this power, he becomes unattuned.
Blind-Fight When Altronus misses a melee attack because of concealment, he can reroll his miss chance once to see if he actually hit. He is not flat-footed against melee attacks from creatures he cannot see, can withdraw from creatures he cannot see, and doesn’t need to attempt an Acrobatics check to move at full speed while blinded.
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.
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.