Racoon

Sparks Goforth's page

26 posts. Alias of Clebsch73.


Race

EAC 12 KAC 13 | SP 9/9 HP 11/11 RP 5/5 | F +4 R +3 W +3 | Init +1 Perc +1 Dark Vision | Mode Unattuned

Gender

Male (he/his) Brenneri Solar Disciple Solarian 1

About Sparks Goforth

Sparks Goforth
Male Brenneri Solar Disciple Solarian 1
NG Medium Humanoid (Brenneri)
Init +2; Senses Darkvision 60 ft.; Perception +1

DEFENSE
EAC
12 KAC 13
SP 9 HP 11 RP 5
Fort 4 Ref 3 Will 3

Save Dicebots:
[dice=Initiative]1d20 + 2[/dice]
[dice=Fortitude]1d20 + 4[/dice]
[dice=Reflex]1d20 + 3[/dice]
[dice=Will]1d20 + 3[/dice]

OFFENSE
Speed
30 ft., Swim 20 ft.
Melee Assault Hammer +3 (1d6 + 2 B, analog), Red-Star Flare Axe +3 (1d4 + 2 E & F; Critical burn 1d4)
Ranged Truth-Sequence Ember Pistol +2 (1d6 P; Range 30 ft.; Critical burn 1d4)
Offensive Abilities Destructive Discharge DC 14, Energy Sink, Solar Manifestation (Armor)

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
Str
14 (+2) Dex 12 (+1) Con 12 (+1) Int 8 (-1) Wis 12 (+1) Cha 18 (+4)
BAB 1
Trained Skills Diplomacy +10, Mysticism +5, Physical Science +3, Sense Motive +8
Untrained Skills Acrobatics +1, Athletics +2, Bluff +4, Disguise +4, Intimidate +4, Perception +1, Piloting (0 ranks) +1, Stealth +1, Survival +1
Starship Role skills Captain Diplomacy +10, Bluff +4, Intimidate +4; Chief Mate Athletics +2; Gunner +1; Magic Officer Mysticism +5; Pilot Piloting +1 (0 ranks)
Feats Lightning Reflexes
Languages Brenneri, Common
Other Abilities Favored Object, Hold Breath
Gear Second Skin, Assault Hammer, Red-Star Flare Axe, Truth-Sequence Ember Pistol, 8 rounds, Personal Comm unit, 3 credits.

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
Brenneris gain a +2 racial bonus to Diplomacy and Sense Motive checks.

Darkvision
Brenneris have darkvision with a range of 60 feet.

Favored Object
A brenneri can designate any object they own of negligible bulk as a favored object. Once per day, when a brenneri spends a Resolve Point and takes a 10 minute rest to regain Stamina Points, they can focus on a favored object during the rest and recover Hit Points equal to half their level (minimum 1).

Hold Breath
Brenneris can hold their breath for 10 minutes, and taking actions does not reduce this duration (see Suffocation and Drowning).

Swimmer
Brenneris have a swim speed of 20 feet.

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)
You’ve read extensively about the physics of the sun and its associated planes and the best theories about how they interact to produce the solar environment. You’ve also made a study of every sun-based religion of the Pact Worlds, from the Church of the Dawnflower down to the most primitive sun cult. 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. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

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
Armor
Light armor, shields
Weapons Basic and advanced melee weapons and small arms

Level 1
BAB
+1 Fort +2 Ref +0 Will +2 Solar Armor +1 AC Solar Flare 1d4 Solar Shield +1/+2 Solar Weapon 1d6

Skill Adept - 1st Level
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 (Su) - 1st Level
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
Source Starfinder Core Rulebook pg. 101
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 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)
Electrical Attunement (Su)
Source Tech Revolution pg. 30
Class Solarian
Your solarian powers are tuned to the interplay of energy and resistance, not photons and gravitons. Your stellar mode class feature enables you to be in three modes: energy mode, resistance mode, or unattuned. For the purpose of empowering revelations based on your attunement and meeting prerequisites, treat energy mode as photon mode, and treat resistance mode as graviton mode. Your solarian abilities that deal fire damage or provide cold resistance—such as corona, plasma sheath, or solar flare—deal electricity damage and grant electricity resistance instead. At 1st level, you learn the destructive discharge and energy sink stellar revelations instead of black hole and supernova.
Electromagnetic attunement alters solar manifestation, stellar mode, and stellar revelation.

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
If you devote yourself too strongly to one type of revelation, you fall out of harmonic alignment with the cosmic forces you access. You can have one more revelation of one type (either graviton or photon) than of the other type without penalty. If your revelations of one type outnumber those of the other type by two or more, you are considered attuned while you have from 1 to 3 attunement points in a stellar mode, and you do not become fully attuned to either stellar mode until you have accrued 4 attunement points in that stellar mode. For example, if you have three photon revelations and one graviton revelation, you would need 4 photon attunement points to be fully photon-attuned and 4 graviton attunement points to be fully graviton-attuned.

Destructive Discharge (Su)
Source Tech Revolution pg. 30
When you’re fully energy-attuned, as a standard action, you can deal 1d8 electricity damage plus 1d8 per solarian level to one creature within 30 feet of you (Fortitude half). Increase this revelation’s range by 5 feet for every 2 solarian levels you have. After you use this revelation, you immediately become unattuned. Destructive discharge functions as a zenith revelation for the purposes of abilities that reference them.

Energy Sink (Su)
Source Tech Revolution pg. 30
When you’re fully resistance-attuned, as a standard action, you can cause all creatures within 10 feet of you to become fatigued for 1 minute, and any creature that’s already fatigued becomes nauseated for 1 round (Fortitude negates). Creatures affected by this ability must expend twice as many charges as normal when operating items powered by batteries. After you use this revelation, you immediately become unattuned. Energy sink functions as a zenith revelation for the purposes of abilities that reference them.

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
Source Starfinder Core Rulebook pg. 172
Level 1; Price 95
Hands 1; Proficiency Advanced Melee
Damage 1d6 B; Critical —
Bulk 1; Special analog
Assault hammers have heavily weighted metal heads and relatively light aluminum or polycarbonate grips. Hammer heads can be custom-made with designs or logos imprinted on the surface. Comet, gravity well, and meteoric hammers have weighted or pneumatically driven heads that deliver accelerated blows.

Flare Axe, Red Star
Source Starfinder Armory pg. 42
Level 1; Price 120
Hands 2; Proficiency Advanced Melee
Damage 1d4 E & F; Critical burn 1d4
Bulk 1; Special powered (capacity 20; usage 1)
A flare axe pushes a magnetically contained wave of plasma in a semicircular arc parallel to the haft that resembles a miniature solar flare. The color of plasma indicates the relative temperature (and therefore damage output) of each weapon: red star flare axes are the standard model, yellow star and white star flare axes are more dangerous, and blue star flare axes inflict the most destruction.

Ember Pistol, Truth-Sequence
Source Starfinder #13: Fire Starters pg. 52
Level 2; Price 525
Hands 1; Proficiency Small Arms
Damage 1d6 P; Range 30 ft.; Critical burn 1d4
Capacity 8 rounds; Usage 1
Bulk L; Special —
Lighter and more mobile versions of cinder rifles, these pistols are standard issue to the Dawn Patrol and many Sarenite authorities across the galaxy. The piercing rounds are shot from the bulky pistol at white-hot temperatures and can set their targets on fire. They are still thought of as a humane weapon by some, as the searing bullets often cauterize the wounds that they make.

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.