Vesk

Sarankahn "Deathsong"'s page

40 posts. Organized Play character for Lysle.


Race

| SP 20/31 HP 34/34 | RP 4/4 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +4 (+2 vs. fear) | Init: +0| Perc: +7 (lowlight vision), SM: +0

Classes/Levels

| Speed 30ft Active conditions: none.

Starship:
Gunnery +4, Intimidate +7, Bluff/Diplomacy +2

Gender

Male N vesk mercenary solarian 4

Skills:
Athletics +11, Bluff/Diplomacy +2, Culture +5, Intimidate +7, Sense Motive +0**, Survival +8**(** Sidereal Influence +1d6)

About Sarankahn "Deathsong"

SFS #90900-715
Experience 9 XP
Slotted Faction Second Seekers (Jadnura)
Wealth 3,133 Credits

Reputation 17 Fame, 19 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exoguardians: 0
Reputation with Second Seekers (Jadnura): 19
Reputation with Wayfinders: 0
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Saranhkan "The Death Song"
Solarian 4
N Medium Mercentary Vesk
Init +0 Senses Perc +7 (low-light vision), SM +0

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Defense
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EAC 14 KAC 16
Fort +4, Ref +1, Will +4 (+2 vs. fear)
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Offense
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Speed 30 ft.
Melee solar weapon [dark energy claw] +8 (1d6+7+3) S
Melee unarmed strike +8 (1d4+4+6) B
(1d4 + Str + 1.5 level for vesk Weapon Specialization)
Melee thunderstrike pulse gauntlet +8 So
Melee ember flame doshko +8 (1d8) F

Ranged azimuth laser pistol +3 (1d4+4+1, F, burn 1d4, 80 ft.)

Space 5 ft.; Reach 5 ft.
Special Attacks
Plasma Sheath: s a move action, Sarankahn can cause all of his melee attacks to deal fire damage instead of their normal damage type. (The attacks still made against the target's EAC or KAC as normal for the weapon). This benefit lasts 1 round or until he leaves photon mode. When attuned or fully-attuned, Sarankahn's attacks with a plasma sheath deal additional fire damage equal to half his level.

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Statistics
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Str 19, Dex 10, Con 12 Int10, Wis 10, Cha 14

SP: 31 | HP: 34 | RP: 4
Skills Acrobatics -1,*** Athletics +11,** Bluff/Diplomacy +2,* Culture +5, Intimidate +7, Perception +7, Sense Motive +0,*** Survival +8 ***, Stealth +0
* untrained (includes any racial bonuses)
** includes bonuses/penalties from armor/clothing
*** Sidereal Influence (add 1d6 to roll after 1 minute of meditation)

Starship-Combat Version of Skills Gunnery +4; Captain (Bluff/Diplomacy +2, Intimidate +7)

Feats Cleave, Heavy Armor Proficiency, Weapon Specialization (basic melee, advanced melee, small arms)

Languages Common, Vesk, Draconic, Goblin

Other Abilities
Light Armor Proficiency
Heavy Armor Proficiency
Basic Weapons Proficiency
Advanced Melee Weapons Proficiency
Small Arms Proficiency

Combat Gear azimuth laser pistol, ember doshku, hidden soldier armor (+3 EAC, +5 KAC), thunderstrike pulse gauntlet

Other Gear
ability crystal (personal upgrade mk 1 [Str], navigator's tool kit, industrial backpack, healing serum (mk 1) x2,

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Special Abilities
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Theme Knowledge (Mercenary) – DC of Culture and Profession (mercenary) checks made by Sarankahn to recall knowledge about hierarchies, practices, personnel, and so on in the military are reduced by 5. Sarankahn gains a +1 bonus to Athletics checks and an ability adjustment of +1 to Strength (Both already calculated into stats above)

Fearless - As a vesk, Sarankahn receives a +2 racial bonus to saving throws against fear effects (Already calculated into stats above).

Natural Weapons - As a vesk, Sarankahn is always considered armed. He can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. As a vesk, he gains a unique weapon specialization with his natural weapons at 3rd level, allowing him to add 1–1/2 × his character level to his damage rolls for his natural weapons (instead of just adding his character level, as usual).

Low-light Vision - As a vesk, Sarankahn can see in dim light as if it were normal light. For more details, see page 264.

Armor Savant = As a vesk, Sarankahn can use armor in a way that complements his uniquely sturdy physiology. When wearing armor, he gains a +1 racial bonus to AC. When he’s wearing heavy armor, his armor check penalty is 1 less severe than normal. (Already calculated into stats above).

Skill Adept (Culture, Survival) – As part of the process that led Sarankahn to become a solarian, he gained additional insight and training. Two additional skills have been added to his list of class skills. (Culture, Survival)

Solar Manifestation (Su): At 1st level, Sarankahn gains a physical manifestation of his stellar power. The base form of his solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than his fist that hovers near his head and is the perfect darkness of a black hole. He can shut off the darkness as a standard action in order to blend in or assist in stealth, but whenever He enters a stellar mode (see page 102), the darkness returns immediately. Once made, these choices cannot be changed. Only Sarankahn can interact with his solar manifestation, whether in mote or weapon form. No other creature or effect can affect his solar manifestation in any way, including disarming or sundering it.

Solar Weapon: Sarankahn can seize his solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be a tactical doshko made out of solid darkness, which deals slashing damage. Upon gaining a new solarian level, Sarankahn may choose whether his solar weapon deals bludgeoning, piercing, or slashing damage. His solar weapon deals damage equal to 1d6 + his 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 the 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). Sarankahn’s solar weapon is automatically dismissed if it ever leaves his hand.

Stellar Mode (Su):
Graviton Mode: When Sarankahn enters graviton mode, he gains 1 graviton attunement point and become graviton-attuned. Some of his stellar revelations are graviton powers and get stronger if he’s graviton-attuned. While graviton-attuned, he gains a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels he has.

Photon Mode: When he enters photon mode, Sarankahn gains 1 photon attunement point and becomes photon-attuned. Some of his stellar revelations are photon powers and get stronger if he’s photon-attuned. While photon-attuned, he gains 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, Sarankahn gains no attunement points and he is neither photon-attuned nor graviton-attuned. He gains no benefits while unattuned.

Stellar Revelations:

Black Hole (Graviton, Su): When fully graviton-attuned, as a standard action, Sarankahn can pull any number of creatures within 20 feet closer to him. He chooses which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward him. 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 him. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After he uses this revelation, Sarankahn immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.

Supernova (Photon, Su): When fully photon-attuned, as a standard action, Sarankahn can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of him. A creature that succeeds at a Reflex save takes half damage. At 9th level, he can increase the radius to 15 feet, and at 17th level, he can increase the radius to 20 feet. After he uses this revelation, Sarankahn immediately become unattuned.
Supernova functions as a zenith revelation for the purposes of abilities that reference them.

Plasma Sheath (Photon, Su): As a move action, Sarankahn can cause all of his melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target's EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until he leaves photon mode. When attuned or fully attuned, Sarankahn’s attacks with plasma sheath deal additional fire damage equal to half his level.

Sidereal Influence (Ex) - Sarankahn can tap into stellar forces outside of battle, using the properties of gravitons and photons to affect his skill use. He must spend 1 minute in meditation, then choose either graviton or photon skills. When attempting a skill check with one of the selected skills of the chosen type, he can roll 1d6 and add the result as an insight bonus to his check. This ability lasts until he enters combat, falls unconscious, sleeps, or mediates again to choose a different skill type. He can reactivate this ability by meditating again for one minute. (Graviton: Sense Motive; Photon: Survival)

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Boons Slotted this Adventure
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Ally: Spirits of a Doomed People
Faction: Second Seekers: Jadnura Champion
Personal: Scoured Stars Survivor
Promotional: Reroll
Social: Distinguished Ambassador
Starship: Star Monster Slayer
Slotless:

All My Boons:

Ally:
First Seeker's Intuition
Spirits of a Doomed People

Faction:
Second Seekers: Jadnura Champion

Personal: Scoured Stars Survivor
Sarcesian Admittance
Bone Sages Respect

Promotional:
Promotional Record Keeper
Promotional Bonus(all factions)
Promotional Reroll

Social:
Contractor's Respect (Veylen Enterprises) [][][]
Distinguished Ambassador [][][][][]
Victory of Authority

Starship:
Star Monster Slayer

Slotless:
Journey to Scoured Stars: Segment 6 (Unidentified)