Infernal Champion

Eosos Praeliator's page

No posts. Organized Play character for Anxa.


Full Name

Eosos Praeliator

Race

Human

Classes/Levels

Solarian 1| SP: 7/7; HP: 11/11; RP: 4/4 | BAB: 1; EAC: 12; KAC: 13; CMD: 21 | F+2; R+0; W+2 | Init: +0; Perc: +5; Sense Motive +4; Spd: 30' | Str+3, Dex+0, Con+0, Int+0, Wis+0, Cha+3

Strength 16
Dexterity 10
Constitution 10
Intelligence 10
Wisdom 11
Charisma 16

About Eosos Praeliator

Eosos Praeliator
SFS#: # 2352348-708
XP 0 | Fame 0
Faction Rep: Wayfinders - 0

Human | Male | Solar Disciple | Solarian 1 | LN | Medium | Humanoid | 19 years old | Ht: 5'8” | Wt: 165lbs
Init +0; Perception +5

DEFENSE
Armor: Second Skin (Max Dex: 4; Armor Pen: 0; Speed Adjust: 0)
KAC 12 | EAC 11 | CMD 20
Stamina 7 | HP 11 | Resolve 4
SAVES: Fort +2 | Ref +0 | Will +2

OFFENSE
BAB: +0 | Base Speed: 30' | Adjusted Speed: 30'
Melee
- Solar Weapon (lvl 1; Adv Melee; 1-Handed; Dam: 1d6 + 6 B + 1 E; Crit: - ; Special: Stun, [Soulfire Fusion, Electron Shard])

Ranged
- Cryo Pistol, Subzero (lvl 1; Small Arms; 1-Handed; Dam 1d4 C&P; Rng: 20ft; Crit: Bleed 1d4; Special: - ; Ammo: 20 Charges, 1/shot)

STATISTICS
Str 16(+3), Dex 10(+0), Con 10(+0), Int 10(+0), Wis 11(+0), Cha 16(+3)

FEATS
Armor: Light
Weapon: Basic melee, Advanced Melee, Small arms
Coordinated Shot, Close Combat

SKILLS Skill +Mod (Ranks)
Acrobatics +0
Athletics +3
Bluff +3
Diplomacy +3
Disguise +3
Intimidate +3
Mysticism +4 (1)
Perception +5 (1)
Physical Science +4 (1)
Profession (Orator) +7 (1)
Sense Motive +4 (1)
Stealth +0
Survival +0

LANGUAGES
Common

SPECIAL ABILITIES
Race: HUMAN:
- Bonus Feat: Gain extra feat at 1st level.
- Skilled: Gain an additional skill rank at 1st level and each level thereafter.

Theme: SOLAR DISCIPLE:
- Theme Knowledge: Reduce the DC of Physical Science checks to recall knowledge about scientific questions concerning the sun and light by 5. Reduce the DC of Mysticism checks to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane by 5. Gain a +1 bonus to Perception checks. Gain an ability +1 to Wisdom at character creation.

Class: SOLARIAN:
- Solar Manifestation (Su; Weapon, Glowing): Glows brightly with one color common to stars (yellow) or is the perfect darkness of a black hole. A glowing solar manifestation sheds dim light in a 20-foot radius. Shut off the light 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 Weapon (Flaming Scimitar): 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,. 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.
- Stellar Mode (Su): 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. 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 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.
* Black Hole (Su) [Graviton Revelation]: 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 (Su) [Photon Revelation]: 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.

GEAR/POSSESSIONS:
- Second Skin (Light Armor, L Bulk)
- Cryo Pistol, Subzero (Small Arms, L Bulk)
- Electron Shard (with SoulFire Fusion; N Bulk)
- Comm Unit, Personal (Combines a minor portable computer (tier-0) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres); L Bulk)
- Backpack, Industry (+2 Str for Bulk calc; 0 Bulk worn/1 Bulk carried)
- Clothing, Travel (+2mi per 8hr overland movement. Gain a +1 circumstance to Con to avoid taking nonlethal damage forced march.)
- Clothing, Professional (+1 circ bonus Prof: Orator; L Bulk)
- Sleeping Bag, Mess Kit, Canteen, Lighter (Total Bulk 0.3)
- Kits: Hygiene, Gear Maintenance (Total Bulk 1.1)
- Portable Light, Lantern (increase light 10ft radius; 10c, 1/hr; 1H; L Bulk)
- Restraints, Binders (4; A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful Acrobatics check (DC = 20 + 1-1/2 × your level); N Bulk)
- Zipstick (A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape; 1H; 20c, 1/u; Neg Bulk)
- R2E Meals (2, 1/day; L Bulk each)
- Tool Kits (+4 bonus; L Bulk each): Professional (Prof Orator); Disguise;
- Serum of Healing, MK1 (2; L Bulk each)

CARRYING CAPACITY
Unencumbered: 9
Encumbered: 18
Overburdened: 19
Total Carried: 3

CREDITS: 68

SLOTTED BOONS:
Ally:
Faction: Wayfinder Champion
Personal:
Promotional:
Social:
Starship:
Slotless:

Purchased Boons:
Purchased:

Faction Boons: Wayfinder Champion (free starting boon)

Earned Boons:
None yet.

MISSION LOG: