Rollo Qantas's page

34 posts. Alias of Dorian 'Grey'.

Full Name

Rollo Qantas




Solarian 1 Init: +1; Senses: Perception +5 DEFENSE EAC: 13, KAC: 15 (+2/4 armor, +1 dex,) hp: 11/ 11 Stamina: 7/7 Resolve: 3/ Fort +2, Ref +1, Will +1









Strength 18
Dexterity 12
Constitution 10
Intelligence 10
Wisdom 8
Charisma 14

About Rollo Qantas

NAME- Rollo Qantas
Gender: Male
Race: Korasha lashunta
Class: Solarian 1
Theme: Ace Pilot
AL: NG Size: medium Type: Humanoid(Korasha lashunta)
Init: +1; Senses: Perception +5

EAC: 13, KAC: 15 (+2/4 armor, +1 dex,)
hp: 11/
Stamina: 7/
Resolve: 3/
Fort +2, Ref +1, Will +1
Spd ft. 30'/25'
Melee solar weapon (tactical baton) +5 (1d6+4)

Ranged Semi-auto pistol +2 (1d6) 30', Tactical 1 260 9 rounds/

Special Attacks
Lashunta Magic
At will: daze(DC13), psychokinetic hand 1/day: detect thoughts(DC 13)

Special Qualities
Skill adept: (Piloting and Culture)
Limited Telepathy 30'
Student: (+2 Perception and Piloting)
Solar Manifestation(su): black Weapon(1d6)
Stellar Mode(su): Graviton(+1 Ref), Photon(+1 damage), Unattuned
Stellar Revelation: Blackhole(su), Supernova(su)
Str 18, Dex 12, Con 10, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +6; CMD 16
Feats Heavy Armor Proficiency

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.

Lashunta ringwear I 1 415 +2 +4

Other gear:
Rounds 30/

Gill Sheath

Credits: 1000/190

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.
Suddenly blindingly bright bulbs of multicolored lights exploded in his vision, as his helmeted head collided with the navigators computer counsel. Distracted by reds, blues, yellows, did I leave the oven on?, Rollo Qantas stumbled back to his feet.
Mentally searching for his other two shipmates, the Lashunta braced himself against the rear wall of the ship's small deck. Not receiving any response from either of them, Rollo launched himself bodily back into his seat. The controls felt loose and chaotic. The experienced pilot expected the shuttle's core to have broken loose. Expertly engaging the emergency landing controls, Rollo stepped toward the rear of the vessel, allowing the natural forces to guide him. Not gently being reacquainted with the computer counsel, bruised, battered and bloody, the less confident pilot peered at the black glowing core floating toward him!

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.
Having recently graduated from Piloting Military Academy, Rollo was newly assigned to the Ksarik; a scouting squad that drew the recent assignment, involving Earth.

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.
Rollo's mother is CEO of Qantas Arms, Inc., and sits on Komena's Counsel. His father is a Coronal 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.
There was a recent occurrence that has left him with strange dreams and, even, stranger feelings of conflict. He has been struggling with images of darkness and light.

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.
Recently, his confidence has been in flux due to the strange manifestations that he has been experiencing (not to mention his recent seemingly abandonedment on Earth.

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.

+1 DEX
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

Stellar Revelations:
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.

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.

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.

As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties.

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.


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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

Size and Type
Lashuntas are Medium humanoids with the lashunta subtype.

All lashuntas gain +2 Charisma at character creation.

Korasha lashuntas are muscular (+2 Strength at character creation) but often brash and unobservant (–2 Wisdom at character creation).
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
Lashunta Magic
Lashuntas gain the following Spell-Like abilities:

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.

Limited Telepathy
Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.

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.

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, 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.

Solar Weapon
You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your Solar Manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your Solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

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.

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. 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.

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).

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.

Gill Sheath
System Lungs

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.