About Sparks GoforthSparks Goforth
DEFENSE
Save Dicebots:
[dice=Initiative]1d20 + 2[/dice]
[dice=Fortitude]1d20 + 4[/dice] [dice=Reflex]1d20 + 3[/dice] [dice=Will]1d20 + 3[/dice] OFFENSE
Ammo:
Flare Axe: 20/20 Charges
Ember Pistol: 7/8 rounds Combat Dicebots:
[dice=Assault Hammer vs KAC]1d20 + 3[/dice] [dice=Damage, B]1d6 + 2[/dice] [dice=Red-Star Flare Axe vs EAC]1d20 + 3[/dice] [dice=Damage, E & F]1d4 + 2[/dice] [dice=Critical Damage]1d4 + 2[/dice] + [dice=Burn, F]1d4[/dice] The target gains the burning condition. [dice=Truth-Sequence Ember Pistol vs KAC]1d20 + 2[/dice] (range 30 ft.) [dice=Damage, P]1d6[/dice] [dice=Critical Damage]1d6[/dice] + [dice=Burn, F]1d4[/dice] The target gains the burning condition. [dice=Electrical Discharge Damage, E]2d8[/dice] Target: 1 creature within 30 ft.; DC 14 Fortitude save for half damage STATISTICS
Skill Dicebots:
[dice=Acrobatics]1d20 + 1[/dice] [dice=Athletics]1d20 + 2[/dice] [dice=Bluff]1d20 + 4[/dice] [dice=Diplomacy]1d20 + 10[/dice] [dice=Disguise]1d20 + 4[/dice] [dice=Intimidate]1d20 + 4[/dice] [dice=Mysticism]1d20 + 5[/dice] [dice=Perception]1d20 + 1[/dice] [dice=Physical Science]1d20 + 3[/dice] [dice=Piloting]1d20 + 1[/dice] [dice=Sense motive]1d20 + 8[/dice] [dice=Stealth]1d20 + 1[/dice] [dice=Survival]1d20 + 1[/dice] Racial Abilities:
Size and Type
Brenneris are Medium humanoids with the brenneri subtype. Astute
Darkvision
Favored Object
Hold Breath
Swimmer
Theme: Solar Disciple:
Solar Disciple (+1 Wis) Source Pact Worlds pg. 17 The sun is the source of all life in the system, and though you may not worship it directly, you seek to honor this precious gift. From a distance, the sun is a serenely glowing light, but in actuality, it is a churning mass of plasma that reaches temperatures of millions of degrees. By meditating on this contradiction, you attempt to achieve inner peace and greater selfcontrol. Whether you're a devotee of Sarenrae or simply a resident of the Burning Archipelago, the sun looms large in your life, figuratively and literally. Theme Knowledge (1st Level)
Class Abilities:
Solarian Hit Points: 7 Stamina Points: 7 Key Ability Score - Cha Your Charisma lets you channel your connection to the cosmos, so Charisma is your key ability score. A high Strength score can make you better at melee attacks. Class Skills Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex). Skill Points at each Level: 4 + Int modifier. Proficiencies
Level 1
Skill Adept - 1st Level
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. Solar Armor
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 or powered 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. Stellar Mode:
Stellar Mode (Su) - 1st Level
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. Alternative Class Feature (replaces default Stellar Mode features)
Energy Mode: When you enter energy mode, you gain 1 energy attunement point and become energy-attuned; you’re treated as being photon-attuned for the purpose of determining your stellar revelations’ effects. While energy-attuned, your speeds all increase by 5 feet. This bonus increases by 5 feet for every 3 solarian levels you have. Resistance Mode: When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR. Stellar Revelation:
Stellar Revelation - 1st Level[/b]
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. Disproportionate Revelations
Destructive Discharge (Su)
Energy Sink (Su)
Gear:
Second Skin Source Starfinder Core Rulebook pg. 197 Level 1; Price 250; Category Light EAC Bonus +1; KAC Bonus +2; Max. Dex Bonus +5 Armor Check Penalty —; Speed Adjustment — Upgrade Slots 1; Bulk L This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor. Hammer, Assault
Flare Axe, Red Star
Ember Pistol, Truth-Sequence
Background:
Sparks is the son of two Brenneri diplomats, his mother also a priestess of Saranrae, stationed at the Burning Archipelago, representing their home world of Stáisiún Imeartha. It is natural, growing up in such an environment, that young Sparks took an interest in all things solar and the Saranrae religion. He excelled in all subjects related to the sun, both physical and spiritual. As he came of age, he applied for and was accepted to the prestigious Attelan's Star Academy. He studied mysticism related to Saranrae and learned the solarian arts. His mentor nudged him in unconventional directions, eschewing the more flashing manifestations for the durable arts of solarian armor. He also cultivated attunement to electricity rather than the more common photon and graviton. He knew that electrons were as important as photons and gravitons in the stellar environment and this connected to biology and technology, giving him a wide range applications for his skills. After his studies were complete, he joined a special study program centered at Absalom Station, a place he had visited a few times while growing up. He looked forward to returning as an adult with a bright shiny set of academic skills itching to be put to use. |