About Rollo Qantas
NAME- Rollo Qantas
EAC: 13, KAC: 15 (+2/4 armor, +1 dex,)
Ranged Semi-auto pistol +2 (1d6) 30', Tactical 1 260 9 rounds/
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha)+6(1), Intimidate (Cha)+6(1), Mysticism (Wis), Perception (Wis)+5(1), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex), Culture(Int), Piloting(Dex)+8(1)
Skill Ranks per Level: 4 + Intelligence modifier
Proficiencies: Armor-light; Weapons-basic and advanced melee weapons; small arms.
Appearance: 5'6 175# blue tattooed skinned, blue eyes
Personality: Reserved until he trusts you, then loyal and protective
Solarians believe that the life cycle of stars, from their creation to the gravitational influences of their existence and their eventual destruction or inversion into black holes, represent two sides of a natural cycle of creation and destruction. A solarian can harness these forces and manifest them into physical forms that resemble armor and weaponry.
Some solarians practice this philosophy in organized training, while others stumble upon it through sudden revelations....
A Time for things to Matter...
The deafening destructive force of the explosion disrupted his contract with the spacecraft's controls. Feeling the personal and intimate relationship with his seat belt being violently divorced by the attorney for Inertia, the pilot was flung head-over-heels backwards; not unlike most of his romantic relationships.
That's not good!
A silent inky darkness erupted from the ruptured core. Coating and crawling over everything, including Rollo, the seemingly sentient blackness feasted....
Born in a political family, which also held major military contracts, Rollo Qantas was trained, educated, and groomed for a well-respected career. Father a high ranking military leader; Mother a key political figure, and Rollo always top of his class. Throughout the young Lashunta's career, Rollo always did the correct thing; took the solid choice; excelled expectantly.
1. What's your characters economic situation, and the economic situation of their family? A desperately poor character with a rich family tells a very different story than a desperately poor character with a poor family.
Rollo is currently a pilot with the rank (and pay) of 2nd lieutenant in the Lashunta Air force.
2. What does your character look like? Describe their fashion sense, their hair, their eyes and skin. Is there a reason they dress or act the way they do? How do they carry themselves when they don’t think anyone is watching?
Rollo stands 5' 6" tall. He weighs 175 lbs. He is extremely fit; mostly due to his military training and lifestyle. He has net black hair, cut short. His blue eyes threaten to drown those caught in their wake. His skin tone is a dark grey with blue markings. He dresses almost exclusively in his military uniform; although recent events have cause him to painfully expand his tastes. Rollo acts the same alone, or in company.
3. Where was your character born? A Space Station? Old Earth? An offworld colony? The Moon? If they aren't from Old Earth (which is most likely if they are an alien) why did they move to Old Earth? Feel free to do some invention here. There's a whole galaxy out there, and a whole range of places to be from.
Born in the city-state of Komena, on the planet of Castrovel, the Qantas family has been involved in both military and political roles for centuries.
4. How did your character become whatever class they are or learn the skills they have?
Rollo was groomed for military life from birth (literally). He excelled in both academic and physical curriculums. He has recently been in a solar radiation accident (described above) that has had him experiencing odd, and uncomfortable thoughts, motivations, and abilities that he has attempted to hide.
5. What does your character do for a living? How did they get into doing that?
I realize that it may seem that I am over-mentioning his military record, but I am planning on using it as a antagonist as he is becoming a Solarian.
6. What is their personality like?
Rollo is self-confident, reliable, trustworthy, and committed to whatever cause he is currently involved in. He has been know to get more boisterous as he gets more comfortable with his company.
7. If your character is religious, explain why and how. If not, there may be a reason for that as well.
Rollo isn't driven by any religious doctrine. He is pure military and academic driven in his morals, goals, and education; logic over emotion; although he recently has been experiencing...feelings!
8. Explain what your character’s alignment means to them. Something like “Jessica is lawful good because she wants to stamp out evil and eradicate it. She would sacrifice herself to attain her goals.”
I envision a conflict evolving as he rises in levels. I would classified him as LN prior to his accident. Because of these strange feelings that he has been experiencing, his empathy for others has evolved (NG).
9. How does your character feel about technology? About trans-humanism? About other races? Some people will always be conservatives, but some embrace technological advance wholeheartedly.
Rollo views technology as simply a tool for whatever job needs doing.
Thanks to steady hands and nerves of steel, you are skilled at operating starships and other vehicles.
You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.
Theme Knowledge (1st)
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Lone Wolf (6th)
You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).
Need For Speed (12th)
Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase, reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more.
Master Pilot (18th)
Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeat a significant foe in starship combat as a pilot or succeed in a vehicle chase (meaning that you’ve either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point
You learn your first stellar revelations (black hole and supernova) at 1st level, and learn an additional Revelation at 2nd level and every 2 levels thereafter. stellar revelations require you to have a minimum level, and are organized accordingly. Additionally, each is marked with a symbol that indicates whether it is a graviton revelation or a photon revelation; these symbols appear above.
Every solarian gains the following stellar revelations at 1st level.
BLACK HOLE (SU) [GRAVITON MODE]
SUPERNOVA (SU) [PHOTON MODE]
STELLAR RUSH (SU) [PHOTON MODE]
When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.
Idealized by many other humanoid races and gifted with innate psychic abilities, lashuntas are at once consummate scholars and enlightened warriors, naturally divided into two specialized subraces with different abilities and societal roles.
Ability Adjustments See Below
Hit Points: 4
Korasha lashuntas are muscular (+2 Strength at character creation) but often brash and unobservant (–2 Wisdom at character creation).
At will: daze, psychokinetic hand 1/day: detect thoughts
See Spell-Like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level.
SKILL ADEPT 1ST LEVEL
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 (SU) 1ST LEVEL
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.
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.
Your Solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your Solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your Solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals can increase your Solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your Solar weapon is automatically dismissed if it ever leaves your hand.
STELLAR MODE (SU) 1ST LEVEL
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. 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 1ST LEVEL
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.
Price 95; Level 1
An external lining striated with oxygen-filtering nodules coats the outside of your lungs. If you breathe in water, it filters into the lining, where the nodules extract the oxygen and deposit it into your lungs. This lets you breathe underwater or in the air. You still exhale normally.