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About Sandular Moonblade

Sandular Moonblade
Male human mercenary solarian 1
LN Medium humanoid (human)
Init +1; Senses Perception +4

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DEFENSE
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EAC 12; KAC 13
SP 9 HP 11 RP 4
Fort +3, Ref +1, Will +2
, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation., +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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OFFENSE
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Speed Walk 30'
Melee doshko, tactical N/A (1d12+1 , critical -; Analog, unwieldy)
Melee solarian weapon +2 (1d6+1 , critical ; Deals Bludgeoning Damage, Solid darkness)
Ranged semi-auto pistol, tactical +2 (1d6, critical -; Analog)

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STATISTICS
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Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 16,
Base Atk +1; Grp+2
Feats Mobility, Toughness
Skills Acrobatics +5, Athletics +6, Diplomacy +7, Disguise +7, Perception +4,
Languages Common
Combat Gear field ration (per week) (2),
Other Gear second skin, vocal modulator, backpack (consumer), tool kit (disguise kit), comm unit (personal), semi-auto pistol, tactical, rounds, small arm (2), doshko, tactical, solarian weapon, 13.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter

THEME BENEFITS
Mercenary Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy
Theme Knowledge You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the dc of culture checks and profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 athletics checks. In addition, you gain an ability adjustment of +1 to strength at character creation

CLASS FEATURES:
Skill Adept 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 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. 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 (see page 170) 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. [selections: weapon perfect darkness of a black hole ]
Stellar Mode 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 (see page 242). 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 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 on page 104). The list of stellar revelations begins on page 103. 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
Black Hole 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
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

FEATS:
Mobility You can easily move past dangerous foes You gain a +4 bonus to your armor class against attacks of opportunity that you provoke by leaving a threatened square
Toughness You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you For every character level you have (and whenever you gain a new level), you gain 1 stamina point. In addition, you gain a +4 bonus to constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation