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CHARACTER INFORMATION
Hasdrubal
character Name
Solarian 6
Level And Class
Sarcesian
Race
Spacefarer
Theme
Large. Space and reach of 10 feet. 12 ft. tall & 435 lbs. 62 years old.
Size
30' land. 60' vacuum flying
Speed
Male
Gender
 
Homeworld
 
Alignement
 
Deity
Max
Player
Description
Sarcesians are Large Humanoids with the sarcesian subtype. Supposedly descended from the inhabitants of two planets whose destruction long ago formed an asteroid belt, sarcesians have adapted to low-gravity and thin-air environments. Standing between 10 and 15 feet tall with bulbous eyes and spindly, elongated limbs, a sarcesian is able to adapt their physiology to survive in space by suspending their respiration and growing a pair of butterfly-like wings made of pure light. The wings act as solar sails, catching currents of radiation to propel them between the handful of inhabited asteroids and space platforms.

 
ABILITY SCORES
Ability Score Ability Mod Temp Adjust Current Mod
Str
Strength 7 -2 +0 -2
Dex
Dexterity 17 +3 +0 3
Con
Constitution 16 +3 +0 3
Int
Intelligence 10 +0 +0 0
Wis
Wisdom 12 +1 +0 1
Cha
Charisma 18 +4 +0 4
SKILLS
Total Ranks Class Mod Ability Mod Misc Mod
Acrobatics* (dex)
7 1 3 3 0
Athletics* (str)
2 1 3 -2 0
Bluff (cha)
4 0 0 4 0
Computers (int)
0 0 0 0 0
Culture (int)
0 0 0 0 0
Diplomacy (cha)
13 6 3 4 0
Disguise (cha)
4 0 0 4 0
Engineering (int)
0 0 0 0 0
Intimidate (cha)
8 1 3 4 0
Life science (int)
0 0 0 0 0
Medicine (int)
0 0 0 0 0
Mysticism (wis)
7 3 3 1 0
Perception (wis)
10 6 3 1 0
Physical science (int)
5 1 3 0 1
Piloting (dex)
3 0 0 3 0
Profession : bounty hunter (cha, int, or wis)
8 1 3 4 0
Sense motive (wis)
7 3 3 1 0
Sleight of hand (dex)
3 0 0 3 0
Stealth (dex)
7 1 3 3 0
Survival (wis)
1 0 0 1 0
INITIATIVE
Total Dex Mod Init Mod
Initiative
3 3 0
HEALTH AND RESOLVE
Stamina Health Resolve
Total
Current
ARMOR CLASS
Total Base Armor Mod Dex Mod Misc Mod
EAC Energy Armor Class 13 10 0 3 0
KAC Kinetic Armor Class 13 10 0 3 0
Total Base KAC
CMAC Combat Manoeuvre AC 21 8 13
Damage Reduction
Resistances
SAVING THROWS
Total Base Ability Mod Misc Mod
Fortitude
(Constitution)
8 5 3 0
Reflex
(Dexterity)
5 2 3 0
Will
(Wisdom)
6 5 1 0
ATTACK BONUSES
Base Attack Bonus
6
Total BAB STR Mod Misc Mod
Melee Attack
4 6 -2 0
Total BAB DEX Mod Misc Mod
Ranged Attack
9 6 3 0
Total BAB STR Mod Misc Mod
Thrown Attack
4 6 -2 0
FEATURES

Solarian Class Features:

Solar Manifestation: Solar Flare
  • Form or dismiss during a move action. Automatically dismissed if it ever leaves your hand.
  • One-handed uncategorized small arm that targets EAC and deals fire damage.
  • Damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter.
  • For Weapon Specialization, add full solarian level to damage with solar flare, as opposed to half.
  • Stellar revelations, zenith revelations, and solarian weapon crystals also affect solar flare.

Stellar Mode: Gain 1 attunement point at start of each turn in combat or switch modes. 3 points = fully attuned.
  • Graviton Mode: +1 insight bonus to Reflex saves (+1 per 9 levels).
  • Photon Mode: +2 insight bonus to damage rolls including stellar powers (+1 per 6 levels, included).

Stellar Revalations: Save DC 17 (10 + half solarian level + cha mod)
  • Supernova:
    • Fully photon-attuned, standard action, 1d6 fire + 1d6 per/level, all creatures w/in 10' of you, ref save half. Become unattuned after.
  • 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.
  • Hypnotic Glow:
    • As a standard action, you can convince one living creature that you are to be trusted. This functions as charm person, but with a duration of 1 round per solarian level you have. When the effect ends, if you are out of line of sight and the target is not engaged in an activity it wouldn’t have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out.
    • You can’t use this Revelation again while you currently have a creature charmed via this ability, and once you’ve attempted to charm a creature, whether or not the attempt was successful, you can’t charm the same creature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything you’ve requested of it.
    • At 9th level, hypnotic glow functions as charm monster.
    • When you are attuned or fully attuned and you successfully charm a creature using this ability, you can also command it to approach, flee, or halt on its next turn, as per the command spell (no save).
  • Black Hole:
    • Fully graviton-attuned, standard action, fort save, pull any number of creatures w/in 20' of you 10' closer, no AoO, become unattuned after.
  • Gravity Boost:
    • Add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim.
    • As a reaction when falling, reduce falling damage 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 attuned or fully attuned, the bonus you gain from this Revelation to checks to climb, jump, or swim doubles.


Feats:

  • Mobility You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
  • Shot on the Run: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. Normally you can move only before or after an attack with a ranged weapon, not both.
  • Parting Shot: When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the trick attack class feature and are using an appropriate weapon, you can add your trick attack damage to the attack you make while withdrawing. Once you use this ability, you can’t use it again until the next time you regain Stamina Points with a 10-minute rest.


Sarcesian Racial Features:

  • Low-Light Vision: Sarcesians can see in dim light as if it were normal light.
  • Skilled: Sarcesians gain an additional skill rank at 1st level and each level thereafter.
  • Void Flyer: arcesians can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. When in a vacuum, they automatically grow wings made from pure energy that grant them a supernatural fly speed of 60 feet (average maneuverability) but that work only in a vacuum.


Spacefarer Theme Features:

Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!
  • Theme Knowledge (1st): You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
  • Eager Dabbler (6th): In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills.


Proficiencies:

  • Languages: Common, Sarcesian
  • Skills: Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth.
  • Armor: Light & shields
  • Weapons: Basic & advanced melee, small arms
  • Weapon Specialization: add char lvl to damage of class proficiencies & solar weapons

 
 

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Created by

MadMaxwellP216.

System

Starfinder

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