Solstian Alchemist

Solstian Alchemist
Complex Monster, XP 14000
Level 28 (+10)
"There go Halabrand and Temerus again! The mysteries of the universe in the palm of their hand and they still delight in the suffering of mundane mortals. Anyways, did you finish dissecting that elemental? I wish to dine on its core before the end of the year, if possible."
——Zalkin, Solstian Alchemist
True masters of the elements, the Solstian Alchemists combine their knowledge of the universe with their skill in alchemy to produce a variety of wondrous elemental effects that rival the raw power of the elemental planes. They can also draw from their wellspring of internal energy, born of the sun, to create greater effects capable of warping even time and space. The Alchemist prefers to enter combat encircled with elemental orbs. It will use these orbs to attack and defend against enemies with impossible skill, using the raw elements to do everything from incinerate enemies to nullifying magical attacks. They can create these spheres of powerful energy at will, or simply wade into battle with their sunsteel armor and weapons.
Awareness
30
Senses
Ultravision
Proximity
100ft
Illuminating Aura [Light]
Pot 1d10+9
Solstians are surrounded by a halo of bright light that deals 45 Radiant Damage. Creatures within the aura are Partially Blinded, unless they have Ultravision. Additionally, any Darkness ability that comes in contact with the aura must succeed an Opposed Potency check each round or it is dispelled. Any area of Darkness existing within the aura will temporarily suppress the Partial Blindness effect. (Advanced)
Initiative
48/1d6
Max HP
481
Resilience: +9
Healing Value: 96
Morale
7
Defenses
AC
34/44
Touch
28
Fort
27
Reflex
29
Will
29
Resistances: Fire (Imm), Annihilation (50%). Immune to effects w/ Light keyword.
Vulnerabilities:
Defensive Actions
Orb Absorption
For each orb the Alchemist has hovering around him, he gain Resistance to the damage type associated with that orb. (See Create Orb) (Legendary)
Fast Healing
The Solstian gains Fast Healing (20) while exposed to direct sunlight. (Advanced)
SunSteel Destruction
When the Solstian is hit with a non-magical weapon, the Solstian suffers no damage and the weapon is destroyed. (Legendary)
Attributes / Saving Throws
STR
34 / 42
DEX
33 / 41
CON
31 / 39
INT
36 / 44
WIS
32 / 40
CHA
35 / 43
Saving Throw Modifiers:
Actions
Movement Modes
Shift/Flying Shift 5ft / 2
,
Skirmish 30ft / 3
Sprint 50ft / 3
Fly (Hover) 50ft / 3
At-Will
+21 vs AC (Crit 15%/25)
SunSteel Blade
3d10+24 Annihilation damage (ArN 6)
REC 6, Reach 5ft
{{{Grapple Damage}}} damage
Grapple +24
Special Actions
+19 vs Reflex
Nova [0 HP, Light]
No Action
When the Solstian is reduced to 0 hitpoints, explodes with a burst of energy. Make an attack on all creatures within 30ft. On a hit, the target suffers 4d6+30 Annihilation damage. On a miss, deal half damage. (Advanced)
Solstian Alchemist Abilities
On each turn, roll 1d12 to determine the actions available to the Solstian Alchemist.

Any result, choose one of the following:
Melee Attack: Make a Sunsteel Blade attack. (Basic)
Gravity Well [REC 2]: Choose one creature within 100ft. Push, Pull, or Reposition up to 100ft. (Legendary)
Create Orb [REC 2]: The Solstian Alchemist creates an orb of one of the following colors: Red (Fire), Green (Caustic), Yellow (Lightning), Blue (Cold), or White (Sonic). He can then use this orb to fuel his abilities, grant him energy resistance, or he can combine each orb to create a Black Hole. Once created the orb hovers around the Alchemist until used, though he is limited to creating a single orb of each color at a time. A Solstian Alchemist typically enters battle with one orb of each color created. (Advanced)
Energy Flare [REC 5]: Toss an orb, targeting one creature within 500ft, +19 vs Reflex. On a hit, targets suffers 5d6+30 damage of type corresponding to orb used. (Advanced)

3 or more, choose one of the following:
Imbue Element [REC 5]: Release the energy of an orb in the vicinity of allies, imbuing them with its power. Targets all allies in a 20ft diameter area within 100ft. The target becomes imbued with the element (corresponding to the orb used) to 10 rounds. This allows the target to convert the damage dealt by any of its attacks to type of the chosen element. A creature may only be imbued with one element at a time (subsequent uses of this ability on the same creature dispel the previous elemental type). (Advanced)
Black Hole [REC 10, Limit 2/combat]: The Solstian combined an orb of all 5 colors together to create a single black orb, which when thrown (100ft) collapses into a mini black hole that persists for 1d4+1 rounds. The black hole has an Aura (5ft) that deals 100 Annihilation damage. Additionally, once per round, make an attack on all creatures within 40ft of the aura, +19 vs Fortitude. On a hit, the target is pulled 20ft closer to the sphere (suffering Annihilation damage if it enters the aura). While within the aura a creature must succeed a Brawn check [DC 30] in order to move away from the sphere. (Ultimate)

5 or more, choose one of the following:
Control Gravity [REC 7]: Choose one creature within 100ft. Reposition the target up to 100ft away in a 3-dimensional space. Movement must be made in a straight line and the target stops if it comes in contact with a solid object, suffering falling damage equivalent to the distance Repositioned. (Advanced)
Energy Burst [REC 8]: Lob an orb, causing it to detonate. Target all creatures in 40ft diameter area within 500ft, +19 vs Reflex. On a hit, each target suffers 5d6+65 damage of type corresponding to orb used. On a miss, deal half damage. (Advanced)

8 or more, choose one of the following:
Energy Disruption [REC 5]: Supercharge an orb by disrupting magic of a similar type. Target the target of one magical effect that grants Reduction, Resistance, or Immunity to the same energy type as the orb. Make an Opposed Potency check versus the effect. If you succeed, the effect is dispelled and that orb becomes supercharged, dealing 50% more damage when it is used for an Energy Flare, Energy Burst, or Energy Cloud ability. (Legendary)
Energy Cloud [REC 8]: Disperse the energy of an orb into a dense fog. Create up to eighteen 20ft cubes of the fog, which persists for 1d4+1 rounds. Creatures within the fog automatically suffer 4d12+12 damage each round (of type corresponding to orb used). The fog provides Partial Concealment (but does not hamper Ultravision). (Legendary)
Overland Movement
50 mi/day
Qualities
Skills: Rank 2 Balance [+13], Rank 2 Escape [+13], Rank 4 Stealth [+17], Rank 2 Tumble [+13], Rank 4 Listen [+18], Rank 6 Spot [+22], Rank 11 Alchemy [+32], Rank 3 Mercantile [+16], Rank 11 Ritual Casting [+32], Rank 5 Investigate [+20], Rank 11 Elemental Arts [+32], Rank 6 Charm [+22], Rank 5 Coercion [+20], Rank 5 Deception [+20], Rank 6 Manipulation [+22], Rank 8 Persuasion [+26], Rank 6 Aloofness [+22], Rank 5 Bravery [+20], Rank 9 Intuition [+28], Rank 5 Tolerance [+20], Rank 7 Suspicion [+24]
Feats: Armor, Improved Negation (2), Fast Initiative, Improved Speed (2), Great Morale (2), Mental Fortification, Physical Fortification
Philosophies: Rank 5 Mental, Rank 5 Physical, Rank 10 Elemental
Combat Training: Cast 4, Melee 4, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: SunSteel Plate,
Social
Languages: Celestial
Composure: 51
Charm
+22
Coercion
+20
Deception
+20
Manipulation
+22
Persuasion
+26
Aloofness
+22
Bravery
+20
Intuition
+28
Tolerance
+20
Suspicion
+24
Prejudices:
    Motives: