About Zso SahaalCharacter Description:
Being a Ko’rasha Lashunta, Zso Is stocky and powerfully built and clearly puts a lot of effort into their physical appearance. Their mysterious Lashunta beauty is accentuated with make-up applied by their expert team whom the Starfinder often brings along with them on missions. Zso has piercing red eyes and has dyed violet hair tied back into a top knot to keep it out of their face. They wear sleek black armour from their homeworld which is emblazoned with LED cupcakes raining down continuously – a gift from the popular band Strawberry Machinecake
Worn over the armour is an impeccable sleeveless longcoat in a hue of violet that matches their hair, with golden clasps edged in silver and emeralds. Elegant black knee length boots finish their ensemble, with subtle lifts in the heels to make them seem taller than their stocky stature. Zso carries very little in the way of technology – a personal comms device, which they often record their missions in live streams to their fans, or take selfies’ with their fellows to post on their social media pages. A simple Azimuth Pistol rests in an underarm holster, well made but hardly used – a gift from a sponsor. A small mote of dark red light spins around their head which is used to form into a long single edged blade of archaic Lashunta design. Zso had used such a sword in an early movie project and so manifests their will to match. Character History:
The Lashunta that would later become known as Zso Sahaal, actor of the pact worlds was born from humble beginnings on the red planet Akiton. Zso’s parents found themselves on planet after his Mother gained a position on the board of a prominent mining company. The company soon started to struggle as Akiton’s industry continued to fall into decline and Zso’s mother faced redundancy. Finding lower paid but steady work, Zso’s childhood was far from unhappy but the young boy always had dreams of stardom. As a youth, Zso parent’s would take him to see the latest film’s from Zo!’s media empire and he would marvel at the emotions portrayed by the actors and how they could control an audience.
From then on, Zso threw everything into becoming an actor, even attending the foremost college of performing arts on Castrovel after securing a scholarship through diligent work. During their teenage years, Zso met a Kasatha by the name Y’vain of Clan Romares who saw great potential in the youth but an obvious struggle to command their explosive emotions. Y’vain took Zso under their tutelage and tried to show Zso how to harness their inner emotions by mastering the Photon and Graviton energies of the solar system and training as a Solarion. Zso took these lessons and used them further their skills in stunt acting. Zso has yet to truly temper their emotions as a true Solarion but intends to one day fulfil Y’vain’s hope and complete the Kasathan’s journey to the Idari worldship and train in one of the monasteries there. After graduating and starring in several low-budget productions as a stunt actor, Zso landed a lead role in Thrillseekers: Diaspora 4000. Despite the movie only receiving middling reactions from the populace at large it became a cult hit and so the Lashunta from Akiton began their rise. During a long break from filming, Zso heard of the Scoured Stars incident and saw several advertisements requesting new Starfinder Agents. After meeting with their publicist, Zso decided to join the Starfinders to improve their exposure by streaming their progress and daring adventures.
SFS # 34762-701
Reputation 29 Fame, 0 Global Reputation
___________________________________________ Zso Sahaal Solarion 8 (Icon) CN Medium humanoid (Korasha Lashunta) Init +3; Senses:Darkvision 60’ Perc -1, SM -1 --------------------
EAC 22, KAC23 SP 56 HP 60 RP 9 Fort +6 ;+2 Poison/Disease, Ref +6, Will +5 --------------------
Speed 40ft. Melee ‘Belenos’ -Solarion Blade +15 ; 2D6 + 19 + D4 / +1 E /+1 (All force) Magic, S, Dim Light Ranged Azimuth Laser Pistol + 11 ; d4 +4 F 80’ ; Burn 1d4 Ammo: 20/ 1 Tactical Starknife +15 ; D4 + 14 Magic S ; 20’ – Analong, Called Space 5ft.; Reach 5ft. Special Attacks Blackhole 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. Stellar Rush: As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248). 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. Special Abilities Defy Gravity: 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. Glow of Life: As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use 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, increase the amount you heal with this revelation to three times your solarian level. --------------------
Str 22, Dex 16, Con 10, Int 12, Wis 9, Cha 20 Skills Acrobatics +8, Athletics +16, Bluff +15, Culture +15, Diplomacy +18 +D6, Intimidate +14, Profession (Vid Personality) +11 (+5 for Day jobs) Master Hireling Access: Life Science +16, Mysticism +16, Physical Science +16 Feats Weapon Focus (Advanced Melee), Step-Up, Weapon Specialization, Enhanced Resistance(DR), Step-up and Strike Languages Common, Castrovelian, Akitonian, Vesk, Aklo, Bretheden, Ghibrani, Eoxian, Drow, Draconic, Jinsul, Copaxi Other Abilities Icon Theme Knowledge Reduce DC by 5 regarding Vid Personalities/ Vid Personality Culture Celebrity Only a Culture DC10 to know who you are by name. DC 20 by face. Can usually find a fan to assist at a possible discount. Combat Gear Advanced Lashunta Tempweave, Mk1 Serum of Healing x1, Personal Comms, Professional Outfit, Hygiene Kit, Battery (20), Actor’s Toolkit, Serum of Healing Mk2 x3 Armour Upgrades Filtered Rebreather: Armor with this upgrade can provide fresh air for a number of weeks equal to its level. You also gain acid resistance 5 and a +2 bonus to saving throws against poison and disease. Thermal Capacitor: You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold resistance and fire resistance 5. Other Gear Biochains: Darkvision Capacitors; These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light. Biochains: Regenerative Blood Mk2 (10) Whenever you take a 10-minute rest and spend a Resolve Point to regain Stamina Points, you also regain a number of Hit Points. Similarly, when you spend Resolve Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model. Biocahains: Speed Suspension Minimal A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. --------------------
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. Flashing Strikes: Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty. 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. Lashunta Magic: Lashuntas gain the following spell-like abilities: At will: daze, psychokinetic hand 1/day: detect thoughts. All My Boons:
Bot Me!:
Move into Melee Combat as much as possible, Full attack when possible with Flashing Strikes. Stellar Rush to get into combat.
[dice=Belenos] 1d20+15[/dice
[dice=Azimuth Pistol]1d20+ 10 [/dice
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