Vesk

Vek Starsoul's page

288 posts. Alias of Hawthwile.


Race

| Stamina 130/130 HP 95/95 | EAC 28 KAC 31 | CMB +19, CMD 39 | F: +11, R: +8, W: +8 (+2 vs fear, +2 vs spells, SLA) | Init: +7 | Perc: +16, SM: +4 (+1d6), Low-Light Vision

Classes/Levels

| Speed 30ft | Unattuned 0/3 | Resolve 12/12 | Force Field: HP 20/20 Charges 20/20 | Haste 10/10 | Active conditions: None

Gender

Male NG Vesk Soldier 1 / Solarian 12

About Vek Starsoul

Male Vesk Soldier 1 / Solarian 12
NG Medium humanoid (vesk)
Init +7; Senses Perception +16, Sense Motive +4 (+1d6), Low-Light Vision
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DEFENCE
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EAC 28
KAC 31
Stamina 130 Hitpoints 95
Resolve 12
Fort +11, Ref +8, Will +8 (+2 vs fear, +2 vs spells, SLA)
DR 13/-
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OFFENSE
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Base Speed: 40 ft.

Melee: Solar Blade +19 (6d6+19 P)
Unarmed Strike +19 (1d3+25 B)
Survival Knife +19 (1d4+12 S)
- Deadly Aim -2 (+6 damage)
- Photon-Attuned +0 (+3 damage)
- Plasma Sheath +0 ((+6) Fire damage)

Ranged
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STATISTICS
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Str 22, Dex 16, Con 16, Int 12, Wis 10, Cha 14
Base Atk +13; CMB +19; CMD 39
Theme Mercenary
Feats Adaptive Fighting, Deadly Aim, Enhanced Resistance, Spellbane, Step Up, Step Up and Strike, Versatile Fighting
Skills (65 points; 52 class, 13 INT)
ACP -4
(1) *Acrobatics +3
(1) *Athletics +7
(1) Computers +5
(3) Culture +3 (+1d6)
(1) Diplomacy +6
(1) Engineering +5
(1) Intimidate +6
(13) Medicine +17 (+1d6)
(13) Mysticism +16 (+1d6)
(13) Perception +16
(1) Physical Science +5
(13) Piloting +19
(1) Sense Motive +4 (+1d6)
(1) *Stealth +3
(1) Survival +4
*ACP applies to these skills

Non-Standard Skill Bonuses
(+1d6) Medicine, Mysticism (class)
+1 Athletics (theme)
Languages Common, Vesk, ??, ??, ??

Special Abilities:
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SPECIAL ABILITIES
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Armor Savant: Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.

Fearless: Vesk receive a +2 racial bonus to saving throws against fear effects.

Low-Light Vision: Vesk can see in dim light as if it were normal light.

Natural Weapons: Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Military Knowledge: Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks.

Grunt: Treat your Strength as 1 higher for the purpose of determining your bulk limit.

Squad Leader: You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC).

Fighting Style: Blitz: The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.

Rapid Response: You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Solar Manifestation: 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 an additional form: a weapon that glows blue. 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.

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.

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 or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. 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 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: 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.

Sidereal Influence: You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.

To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.

Graviton Skills: Bluff, Disguise, Mysticism, Sense Motive, Stealth
Photon Skills: Culture, Diplomacy, Intimidate, Medicine, Survival

Flashing Strikes: When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Stellar Revelations:
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STELLAR REVELATIONS
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Black Hole: (G, Zenith) 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.

Defy Gravity: (G) As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.

When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.

Gravitic Reinforcement: (G) As a move action, you can gain a +1 enhancement bonus to your lowest saving throw for 1 minute, which persists even if you become unattuned, but not if you leave combat or a similar high-stress situation. If multiple saving throws are tied for lowest saving throw, choose one to benefit from this revelation. If you are in graviton mode while benefiting from this revelation, this bonus instead applies to all of your saving throws for as long as you are in graviton mode. This bonus increases by 1 at 8th level, and again every 6 levels thereafter (currently +2).

Gravity Boost: (G) You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position.

When you are attuned or fully attuned, the bonus you gain from this revelation to checks to climb, jump, or swim doubles.

Plasma Sheath: (P) As a move action, you can cause all of your 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 you leave photon mode.

When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

Soul Furnace: (P) As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction’s normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.

When you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened.

Stellar Rush: (P) As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties.

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Stellar Acceleration: (P, Zenith) When you’re fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by haste for 1 minute after you use this revelation.

Supernova: (P, Zenith) 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.

Wormholes: (G, Zenith) When you’re fully graviton-attuned, you can create two linked wormholes as a standard action. One wormhole must be adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two squares. You and any Large or smaller creatures you mentally designate (you can designate “all creatures,” “all lashuntas,” or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole’s intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have.

Feats:
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FEATS
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Adaptive Fighting: Select three combat feats that you do not have but whose prerequisites you meet:
- Blind-Fight
- Penetrating Attack
- Weapon Focus (Advanced Melee)

Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but meet the prerequisites for.

Deadly Aim: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Enhanced Resistance: You gain damage reduction equal to your base attack bonus.

Spellbane: You gain a +2 insight bonus to saving throws against spells and spell-like abilities.

Step Up: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability.

Step Up and Strike: When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction.

Versatile Fighting: You can spend 1 Resolve Point to use the Adaptive Fighting feat after you have already used it in the same day. If you use Adaptive Fighting again before the duration of a previous use expires, you replace the previous combat feat gained with another choice from Adaptive Fighting. If a combat feat you chose with Adaptive Fighting has a daily use limitation, you cannot use Versatile Fighting to use that feat more often than its daily limit.

Weapon Specialization: You gain specialization in solarian weapons, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons.

Gear/Possessions:
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GEAR/POSSESSIONS
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Credits: 824
Carrying Capacity
Light 0-?? lb. Medium ??-?? lb. Heavy ??-?? lb.
Current Load Carried 3
Minor Electron Crystal (3850 cr) (L)
Survival Knife (95 cr) (L)
~Specialist Defiance Series (16950 cr) (3)
~Haste Circuit (9250 cr) (L)
Personal Upgrade (+2 Strength) (1400 cr) (-)
Ring of Resistance Mk I (735 cr) (-)
Industrial Backpack (25 cr) (?)
*Flashlight (1 cr) (L)

To Sell:
*Jetpack (3100 cr) (1)
*Purple Force Field (4550 cr) (L)
*Lashunta Ringwear Mk III (8420 cr) (2)
*Black Force Field (10500 cr) (L)

*Stored in Backpack
~Loot

Bot Me!:

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