Father Jackal

chadwick83's page

Organized Play Member. 7 posts (53 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 1 alias.


Full Name

chad

Race

kasatha

Classes/Levels

Solarian 3 | SP: 21/21 | HP: 25/25 | RP: 3 | EAC: 17(18) | KAC: 17(18) | Inti +2 | Perc +9

Gender

male

Size

medium

Age

30

Alignment

NG

Languages

common and kasatha

Occupation

bounty hunter

Strength 14
Dexterity 14
Constitution 11
Intelligence 8
Wisdom 12
Charisma 14

About chadwick83

Player ID: 2379646-701

initiative:

Total:2
Dex modifier:2
Misc Modifier:0

Basic Info:
Name: Ion
Player: Chad
Race: Kasatha
Theme: Bounty Hunter
Class: Solarian
Alignment: CN

ability score:

Str:14
Dex:14
Con:11
Int:8
Wis:12
Cha:14

skills:

Acrobatics:10
Athletics:4
Bluff:2
Computers:-1
Culture:1
Diplomacy:2
Disguise:2
Engineering:-1
Intimidate:2
Lifescience:-1
Medicine:-1
Mysticism:6
Perception:9
Physical science:-1
Profession:
Profession:
Sense motive:1
Slight of hand:2
Stealth:2
Survival:8

armor class:

EAC: 17(18)
KAC: 17(18)

saving throws:

FORT: (9)
REF :(3)
WILL: (9)

Attack bonuses:

MELEE: (4)
RANGED: (4)
THROWN: (4)

feats and proficiencies:

Longarms
Weapons specialization
Skill Synergy

weapons:

Flame dosko ember:
lvl2:
attack bonus:4
damage: 1d8+2
critical: wounded
range:-
type:fire
ammo/usage: 20/1
special: powered
Nova Rifle Redstar
Lvl:2
Attack bouns:4
Damage :1d8+3
Critical: blind
Range:30’
Type:E&F
Ammo/usage:20/2
Special:line unwieldy

equipment:

Dfrex hide
Autotarget Rifle
4 batteries:(80)
Jump jets
Starfinder tattoo on arm

Ion solarian armor info:

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. 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.

soliarin modes:

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.
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.
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.

stellar relviations:

Black hole: 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: 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.
Plasma Sheath: 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.

Blades of the Night: You have learned how to damage your foes not just with light, but also with the absence of light. As a move action, you can choose a creature within 30 feet of you. For 1 round, or until you leave graviton mode, you gain a +1 bonus to weapon damage rolls against that creature. This bonus damage increases by 1 at 8th level and every 6 levels thereafter. While attuned or fully attuned, this bonus damage instead increases by 1 at 4th level and every 4 levels thereafter.