Razelago

A Shifty starfinder's page

101 posts. Alias of Nik B..


Classes/Levels

Aramesh | sp 36/36 | hp 39/39 | rp 7/7 | EAC 16 KAC 17 | fort +2 ref +7, will +6 | init +6 | Perc 9 (Dark) 30' blindsense

About A Shifty starfinder

Aramesh Maageri
Spathinae grifter[com] envoy 6 Alien Archive 3 101
CG Medium monstrous humanoid
Init +6; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +9
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Defense SP 36 HP 39 RP 7
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EAC 16; KAC 17
Fort +2; Ref +7; Will +6; +2 vs. mind-affecting effects
Defensive Abilities spathinae defenses
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Offense
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Speed 30 ft., fly 20 ft. (Ex, average)
Melee tactical baton +6 (1d4+3 B; thrown [20 ft.], analog, operative)
Ranged corona laser pistol +6 (2d4+3 F; burn 1d4) or
. . tactical baton +4 (1d4+3 B; thrown [20 ft.], analog, operative) or
. . incendiary grenade I +4 (explode [5 ft., 1d6 F plus burning 1d4, DC 13])
Offensive Abilities get 'em
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Statistics
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Str 10 (+0); Dex 14 (+2); Con 10 (+0); Int 17 (+3); Wis 12 (+1); Cha 18 (+4)
Skills Acrobatics +8 (+12 to escape and tumble tasks, can always take a 10), Bluff +13, Computers +9 (3 ranks), Culture +12, Diplomacy +13, Disguise +13, Engineering +7 (3 ranks), Intimidate +10, Life Science +6, Medicine +12, Mysticism +4, Perception +9, Physical Science +6, Piloting +8 (3 ranks), Sense Motive +10, Stealth +8; (reduce the DC of Culture or Profession checks related to knowledge of commercial organizations or businesses)
Feats Diversion, Fast Talk, Improved Initiative
Languages Akitonian, Castrovelian, Common, Eoxian, Iji, Kasatha, Quorlu, Shirren, Spathinae, Vesk, Ysoki
Other Abilities calculated exploitation, clever feint, convincing liar, expertise (1d6+1), inspiring boost [16 SP], shapable, signature item (signature clothing), slick customer, swarm flexibility, verminlike
Combat Gear incendiary grenades I (3), mk I serum of healing; Other Gear elite stationwear, signature jacket, corona laser pistol with 1 battery (20 charges), tactical baton, credstick (135 credits)
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Special Abilities
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Shapable (Ex) Given 1 minute, a spathinae colony can alter their shape. The colony can form and control up to four limbs. If the spathinae colony loses a limb, they can use this ability to “regrow” the limb. At least two of these limbs must be used for locomotion, or the colony’s land speed is reduced by 10 feet. If the colony has multiple limbs that operate like arms and hands, they can hold more objects at the ready, but they can’t make additional attacks. A spathinae colony can alter their shape to use armor and gear normally designed for almost any Small or Medium creature. However, a spathinae colony wearing armor not adjusted for them (Starfinder Core Rulebook 196) or powered armor can use neither their swarm flexibility ability nor the colony’s natural fly speed.
Spathinae Defenses (Ex) A spathinae colony has a +2 racial bonus to saving throws against bleed, critical hit effects, paralysis, sleep, and stunning. An effect that states it has a greater effect on swarms works on a spathinae colony as if they were a swarm. However, the swarm defenses universal creature rule does not apply to spathinae colonies.
Swarm Flexibility (Ex) A spathinae colony has compression and gains a +4 racial bonus to KAC against bull rush, grapple, reposition, and trip combat maneuvers. In addition, the colony can always take 10 on the escape and tumble tasks of the Acrobatics skill and gains a +4 racial bonus to Acrobatics checks for those tasks.
Verminlike (Ex) For effects targeting creatures by type, this creature counts as both its normal type and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The creature also gains a +2 racial bonus to saving throws against mind-affecting effects.
signature clothing: Your signature item is a worn garment that doesn’t provide an armor bonus, such as a hat or a complete outfit (Core Rulebook 230). When you gain your signature clothing, select two skills from the following to which you apply skill expertise: Bluff, Diplomacy, Culture, Disguise, or Intimidate. In addition, whenever you select an expertise talent associated with one of these skills, you also gain an expertise talent for the second skill. You can only use the skill expertise and expertise talents for one of these two skills at a time, but once per hour, as a standard action, you can adjust your signature clothing (such as by reversing your jacket or dramatically straightening your hat) to change which of the two skills’ benefits you can use. You can use this ability an additional time per hour by spending 1 Resolve Point for each additional use. Once per day, before rolling your expertise die as part of a skill check for one of these skills, you can choose to roll your expertise die twice and take the better result.
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