Cultist Solarian 1| SP 8/8 HP 13/13 RP 4/4 | EAC 13 KAC 15; | F +3; R +0; W +1 | Init +0 | Perc +3 | Pike (tactical): +4 (1d8+4 P)
About Storm Kii
Borai (Lashunta) Cultist Solarian 1
N Medium Undead
Init +0; Senses Perception (Darkvision) +3
Languages Common
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DEFENSE
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EAC 13 KAC 15
SP 8 HP 13 RP 4
Fort +3, Ref +0, Will +1 (+1 vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning)
Defensive Abilities Resist Energy Drain
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OFFENSE
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Speed 30 ft. (6 squares)
Melee Pike (tactical) +4 (1d8+4 P)
Ranged Starknife (tactical, returning fusion) +0 (1d4 P)
Base Atk +1
Special Attacks Solar Manifestation Solar Armor
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STATISTICS
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Abilities STR 16, DEX 10, CON 13, INT 10, WIS 8, CHA 16
Feats Diehard
Skills Acrobatics +2, Athletics +5, Bluff +3, Diplomacy +3, Disguise +3, Intimidate +3, Mysticism +3, Perception +3, Piloting +0, Sense Motive -1, Stealth -2, Survival -1 Armor Check Penalty -2
SQ Skill Adept, Stellar Mode, Stellar Revelation (Black Hole, Supernova), Limited Telepathy
Combat Gear none Other Gear pike (tactical), starknife (tactical, returning fusion), hidden soldier armor, consumer backpack, field rations (1/week), datapad, comm unit (personal), flashlight, binders, cred stick (8 credits)
SPECIAL ABILITIES:
Deathly: For effects targeting creatures by type, borais count as both humanoids and undead (whichever effect is worse). They are immune to negative energy damage and gain a +1 racial bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
Limited Telepathy: Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
Living Shell: A borai counts as a living creature for the purposes of what can affect him (such as magic healing). If destroyed, a borai can be brought back to his normal undead state by spells (such as raise dead) that restore life to his body as if he were alive.
Old Talents: Borais’ not-quite-dead bodies still have some of their old racial traits. At character creation, a borai selects one of the following races as his original living form and gains the racial trait indicated in parenthesis for the selected race: android (upgrade slot), human (skilled), kasatha (four-armed), lashunta (limited telepathy), shirren (blindsense), vesk (natural weapons), or ysoki (cheek pouches). A GM can, at her discretion, allow a borai to choose another humanoid race, along with an appropriate racial trait. Additionally, when a borai attempts to disguise himself as a member of his selected race, the DC of his Disguise check is not modified as a result of disguising himself as a different creature type.
Resist Energy Drain: A borai takes no penalties from energy drain effects, but he can still be destroyed if he accrues more negative levels then he has class levels. After 24 hours, any negative levels a borai has taken are removed without the need for an additional saving throw.
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. Has chosen Culture and Piloting.
Solar Manifestation (Su): 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, 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.
Stellar Mode (Su): 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. 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).
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.
Proficiencies: Armor-light; Weapons-basic and advanced melee weapons and small arms.
BACKGROUND:
Appearance
Personality
1. Background
a. Conflict
b. Challenges
c. Mystery
d. Passion
e. Birthplace
f. Family
g. Professions and Crafts
h. Significant Past Events
i. Family-related events
ii. Personal events
iii. Notable individuals
i. Mysteries
j. Existing Conflicts
k. What triggered adventuring?
l. Initial possessions
m. Bound duties
n. Quests
2. Primary Motivators - Order and Torment
3. Emotion and Core Traits
a. Emotional Disposition and Moodiness- Contemptuous, Labile
b. Core Traits
i. Outlook:
ii. Integrity:
iii. Impulsiveness:
iv. Boldness:
v. Agreeableness:
vi. Interactivity:
vii. Conformity:
4. Secondary Personality Traits
a. Sense of Humor
b. Favorite Topics of Conversation
c. Group Affiliations
d. Religion and Spirituality
e. Quirks, Habits, and Oddities
f. Hobbies and Enjoyments
g. Mental Disorders
h. Barks
Level Progression:
Level 1: Class Taken: Solarian
Class Feature Gained: Stamina points Gained: Hit points Gained: Skill Points (4): acrobatics (1), athletics (1), mysticism (1), perception (1)
Feats: