Kaigon the Miscreant

Zynn Megavoom's page

99 posts. Organized Play character for GM Harpwizard.


Race

Lashunta Solarian (Scholar) 5

Classes/Levels

SP 45/45 HP 39/39 RP 7/7 | EAC 16 KAC 16 | F+5 R+3 W+3 | Init+1 | Perc+9, Diplomacy +15 + 1d6, SM+3

Strength 16
Dexterity 10
Constitution 10
Intelligence 13
Wisdom 8
Charisma 18

About Zynn Megavoom

Zynn Megavoom
Male korasha lashunta scholar solarian 5
NG Medium humanoid (lashunta)
Init +1; Perception +9
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Defense
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SP 45
HP 39
RP 7
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EAC 16; KAC 16
Fort +5; Ref +2; Will +3
Defensive Abilities dark matter [DR 1/-]
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Offense
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Speed 40 ft.
Melee solar weapon +10 (1d6+9 B)
Ranged azimuth laser pistol +6 (1d4+2 F; critical burn 1d4)
Offensive Abilities black hole, solar manifestation (solar weapon), supernova
Spell-Like Abilities
(CL 5th)
. . 1/day—detect thoughts (DC 16)
. . At will—daze (DC 15), psychokinetic hand
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Statistics
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Str 18 (+4);
Dex 12 (+1);
Con 12 (+1);
Int 13 (+1);
Wis 8 (-1);
Cha 20 (+5)

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Skills
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Acrobatics +5,
Athletics +11,
Bluff +9,
Computers +5 (1 ranks),
Culture +2,
Diplomacy +15,
Engineering +0 (1 ranks),
Intimidate +9,
Mysticism +3,
Perception +9,
Physical Science +6,
Profession (Poet) +9,
Sense Motive +3,
Stealth +5; (theme knowledge (scholar))

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Feats
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Fleet,
Toughness,
Weapon Focus (advanced melee weapons)

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Languages
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Castrovelian, Common, Vesk, Ysoki; limited telepathy 30 ft.

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Other Abilities
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sidereal influence,
stellar mode,
stellar rush

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Gear
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mk I serum of healing;
defrex hide (upgrade: jump jets),
azimuth laser pistol with 1 battery (20 charges),
high-capacity batteriess (2),
industrial backpack,
personal comm unit, credstick (8,002 credits);

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Augmentations
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mk 1 ability crystal (charisma)

____________________
Old Zynn
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SP 32/32 HP 32/32RP 6/6 | EAC 15 KAC 15 | F+4 R+1 W+3 | Init+1 | Perc+8 Diplomacy +13 + 1d6 | SM+3

PFS# 896 - 703
Faction: Exo-Guardians

Zynn Megavoom
Scholar Solarian 4
NG Korasha Lashunta
Init +1; Senses Perc +8

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Defense
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EAC 15, KAC 15 [EAC: 10+5(Armor) +0(Dex), KAC: 10+5(Armor) +0(Dex)]
SP 32 [(7 Solarian + 0 Con + 1 Toughness) x Level 4) ]
HP 32 [4 Lashunta + (7 Solarian x Level 4) ]
RP 3 [.5 x Level + 2 Cha ]
Fort +4 ([4] + 0 Con)
Ref +1, ([1] + 0 Dex)
Will +3 ([4] - 1 Wis)
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Offense
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Speed 30 ft.
+4 BAB
Melee: Lightrazor (Solar Weapon) +8 (1d6+7) [+4 BAB, +3 Str, +1 WF] Damage: 1d6+3(Str)+3 Weapon Specialization Slashing Damage +1 Photon)
Ranged: Azimuth Laser Pistol, +4 [+4 BAB, Dex](1d4+2 E, Range: 80 feet, Crit: 1d4 Burn) (20 charges, 1 per usage)

Space 5 ft.; Reach 5 ft.
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Statistics
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Str 16, +3
Dex 10, 0
Con 10, 0
Int 13, +1
Wis 8, -1
Cha 18 +4 (Enhancement Crystals)
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Starship
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Gunnery+4:

(+4 BAB, +0 Dex)

Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty

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Skills
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• Acrobatics +4([1]+3 Class, +0 Dex)
• Athletics +7 ([1]+3 Class, +3 Str)
• Bluff +8 ([1]+3 Class +4 Cha) [+1d6 Sidereal]
• Computers +5 ([1] +3 Class, + 1 Int)
Culture +2 ([1]+1 Int)
• Diplomacy* +13 ([4] +3 Class, +4 Cha, +2 Racial)[+1d6 Sidereal]
Disguise +4 (+4 Cha)
Engineering +2, ([1] +1 Int)
• Intimidate +8 ([1]+3 Class, +4 Cha)
Life Science +1(+1 Int)
Medicine +1 (+1 Int)
• Mysticism +3([1]+3 Class -1 Wis)
• Perception +8 ([4]+3 Class -1 Wis, +2 Racial)
• Physical Science +6 ([1]+3 Class +1 Int +1 Bonus)
Piloting +1 ([1] +0 Dex)
• Profession, Poet +8 ([1] +3 Class +4 Cha)
• Sense Motive +3 ([1]+3 Class, -1 Wis)
Sleight of Hand +0 (+0 Dex)
• Stealth* +4 ([1]+3 Class +0 Dex)
Survival -1 (-1 Wis)

[skill ranks per level = 4 + 1(Int)]
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Feats
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Light Armor (Class)
Basic and Advanced Melee Weapons (Class)
Small Arms (Class)

Toughness (Level 1):
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

• Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Weapon Focus: Melee (3rd Level):
You have increased training in a particular weapon type, making it easier to hit your target.

• Prerequisites: Proficiency with selected weapon type.

• Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

Weapon Specialization (Ex) (3rd):

You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.

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Solarian
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Skill Adept [2 additional class skills: Computers, Bluff ] (1st Level)
Solar Manifestation: Solar Weapon [1d6] (1st Level)
Stellar Mode (1st Level)

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 (3rd):

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 (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)
Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha), Medicine (Int), Survival (Wis)

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Stellar Revelations
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Stellar Revelation (1st Level)

Black Hole:
Source Starfinder Core Rulebook pg. 103
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:
Source Starfinder Core Rulebook pg. 103
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.

Stellar Revelation (2nd Level)

Stellar Rush:
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. If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed. This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Stellar Revelation (4th Level)

Dark Matter:
Some creatures have the ability to instantly heal damage from attacks or ignore blows altogether; this is referred to as the damage reduction special ability. Damage reduction (DR) applies to kinetic damage-any bludgeoning, piercing, or slashing damage-that a character takes, regardless of that damage’s source. It does not apply against damage with no damage type or any other damage type, including acid, cold, electricity, fire, or sonic, though these can be mitigated by energy resistance (see page 264).

The numerical part of a creature’s damage reduction is the amount of bludgeoning, piercing, and slashing damage the creature ignores from each attack. Weapons made from a certain material, magic weapons (any weapon with a weapon fusion; see page 191), and weapons imbued with a specific alignment often can overcome this reduction. This information is separated from the damage reduction number by a slash. For example, DR 5/cold iron means that you take 5 fewer damage from weapons that are not made from cold iron, DR 5/magic means you take 5 fewer damage from weapons that are not magic, and so on. If a dash follows the slash (“DR 5/-”), then the damage reduction is effective against bludgeoning, piercing, or slashing damage from any weapon, though some attacks have their own ability to overcome DR. Ammunition fired from a projectile weapon with a magic fusion or alignment is treated as a magic weapon or having the listed alignment for the purpose of overcoming damage reduction.

Sometimes, multiple types of weapon materials or alignments are indicated after the value of DR, indicating that the damage reduction can be overcome in multiple ways or requires a specific combination of effects to be overcome. For example, DR 5/lawful or magic means any weapon that is of a lawful alignment or that is magic can overcome the damage reduction. In contrast, DR 5/lawful and magic means only weapons that are both of a lawful alignment and magic overcome the damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an injury-based disease, an operative’s debilitating trick, and poison delivered via an injury. Damage reduction does not negate ability damage, ability drain, energy damage dealt as part of an attack, or negative levels, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

If you have damage reduction from more than one source, the two forms of damage reduction do not stack unless the sources granting the damage reduction specifically note otherwise. Instead, you get the benefit of the best damage reduction in a given situation. Rarely, an effect specifies that it increases a creature’s existing damage reduction.

Sometimes damage reduction represents instant healing, while in other cases it reflects the creature’s tough hide or body. In either case, you can see that a conventional attack hasn’t been effective.

– Added Abilities –
Damage Reduction: Some creatures have the ability to instantly heal damage from attacks or ignore blows altogether; this is referred to as the damage reduction special ability. Damage reduction (DR) applies to kinetic damage-any bludgeoning, piercing, or slashing damage-that a character takes, regardless of that damage’s source. It does not apply against damage with no damage type or any other damage type, including acid, cold, electricity, fire, or sonic, though these can be mitigated by energy resistance (see page 264).

The numerical part of a creature’s damage reduction is the amount of bludgeoning, piercing, and slashing damage the creature ignores from each attack. Weapons made from a certain material, magic weapons (any weapon with a weapon fusion; see page 191), and weapons imbued with a specific alignment often can overcome this reduction. This information is separated from the damage reduction number by a slash. For example, DR 5/cold iron means that you take 5 fewer damage from weapons that are not made from cold iron, DR 5/magic means you take 5 fewer damage from weapons that are not magic, and so on. If a dash follows the slash (“DR 5/-”), then the damage reduction is effective against bludgeoning, piercing, or slashing damage from any weapon, though some attacks have their own ability to overcome DR. Ammunition fired from a projectile weapon with a magic fusion or alignment is treated as a magic weapon or having the listed alignment for the purpose of overcoming damage reduction.

Sometimes, multiple types of weapon materials or alignments are indicated after the value of DR, indicating that the damage reduction can be overcome in multiple ways or requires a specific combination of effects to be overcome. For example, DR 5/lawful or magic means any weapon that is of a lawful alignment or that is magic can overcome the damage reduction. In contrast, DR 5/lawful and magic means only weapons that are both of a lawful alignment and magic overcome the damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an injury-based disease, an operative’s debilitating trick, and poison delivered via an injury. Damage reduction does not negate ability damage, ability drain, energy damage dealt as part of an attack, or negative levels, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

If you have damage reduction from more than one source, the two forms of damage reduction do not stack unless the sources granting the damage reduction specifically note otherwise. Instead, you get the benefit of the best damage reduction in a given situation. Rarely, an effect specifies that it increases a creature’s existing damage reduction.

Sometimes damage reduction represents instant healing, while in other cases it reflects the creature’s tough hide or body. In either case, you can see that a conventional attack hasn’t been effective.

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Lashunta
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Limited Telepathy:
Lashuntas can mentally communicate with any creature 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.

Lashunta Magic:
Lashuntas gain the following spell-like abilities:
At will: daze, psychokinetic hand
1/day: detect thoughts.

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Gear
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Defrex Hide (Light Armor)(Infared Sensors = Darkvision 60 feet)
Second Skin (Light Armor)
Armor Upgrade, Infared Sensors (Darkvision 60 feet)
Armor Upgrade, Jump Jets
Ability Crystal, Mk I (Cha)

Azimuth Laser Pistol (battery, 20 charges)
Tactical Shield, Basic (+1 KAC)
Personal Comm Unit
2 healing serum mk1,
Industrial backpack
Flashlight
Credstick (233 credits) Bulk 1 8L
2 Battery, Standard (20 charges)
2 Battery, Super Capacity (80 Charges)

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Special Abilities
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