Chain Mauler

Savoy's page

358 posts. Organized Play character for Revvy Bitterleaf.


Full Name

Savoy

Race

Male Lashunta Envoy/Mystic SP 17/24 HP 28/28 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +3; Will +5 | Init: +1 | Perc: +8

About Savoy

Male Lashunta Priest Envoy 3/Mystic 1
N Medium humanoid (Lashunta)
Init +1; Perception +6
DEFENSE SP 24 HP 28 RP 5
EAC 12; KAC 13
Fort +1; Ref +4; Will +6
(Envoy: Fort +1 / Ref +3 / Will +3
Mystic: Fort +0 / Ref +0 / Will +2
Con +0 / Dex +1 / Wis +1 )

OFFENSE
Speed 30 ft.
Melee survival knife +3 (1d4+1 S; analog, operative)
Ranged azimuth laser pistol +3 (1d4+1 F; critical burn 1d4) or
frag grenade I +3 (explode [15 ft., 1d6 P, DC 12]) or
smoke grenade +3 (explode [20 ft., smoke cloud 1 minute])
Arc pistol, static 2 750 1d6 E 50 ft. Arc 2 20 charges 2 L Stun (+3 to hit, 1d6+1 E - nonlethal stun)

(Vanshing) Sword Cane:

This thin blade comes with a scabbard that makes it resemble a stylish cane. Sword canes are popular on Absalom Station, where similar nonweapon items have some popularity as fashionable affectations. A sword cane can incorporate one of the following at the standard price for that item: 20 feet of retractable cable line, a personal comm unit, or a spotlight. A successful Perception check (DC = 15 + the weapon’s item level) is required to identify a sword cane as a weapon when it is sheathed.
SFS Legal Sword Cane, Advanced
Source Pact Worlds pg. 194
Level 4; Price 2,100
Damage 1d4 P; Critical bleed 1d4
Bulk L; Special analog, operative

Item Level 4
The vanishing fusion can hide its wielder from the sight of one foe. Once per day after making an attack with your weapon, regardless of whether you hit your target, you can become invisible to that target per invisibility for a number of rounds equal to the weapon’s item level. Any attacks you make (even against other targets) end your invisibility as normal. All creatures other than the target continue to be able to see you normally. Only small arms and weapons with the operative special property can benefit from this fusion.

STATISTICS
Str 10 (+0); Dex 12 (+1); Con 10 (+0); Int 12 (+1); Wis 13 (+1);
Cha 18 (+4)

PRIEST +1 WIS
Your unshakable devotion to a philosophy or religion forms the core of your personality.

You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on.

Theme Knowledge (1ST)

Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Envoy:
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Skill Ranks per Level: 8 + Intelligence modifier

Proficiencies Armor-light; Weapons-basic melee weapons, grenades, small arms

Skills:
Bluff:+13 (4 rank, +4 cha, +3 trained, +2 racial) (+1d6)
Diplomacy:+13 (4 rank, +4 cha, +3 trained, +2 racial) (+1d6)
Computers: +8 (4 rank, +1 int, +3 trained)
Perception: +8 (4 rank, +1 wis, +3 trained)
Acrobatics: +5 (1 rank, +1 dex, +3 trained)
Engineering: +5 (1 rank, +1 int, +3 trained)
Life Science: +5 (1 rank, +1 int, +3 trained)
Piloting: +5 (1 rank, +1 dex, +3 trained)
Mysticsm: +5 (1 rank, +1 wis, +3 trained)
Stealth: +5 (1 rank, +1 dex, +3 trained)
Sense motive: +8 (4 rank, +1 wis, +3 trained) (+1d6)
Sleight of Hand +5 (1 rank, +1 dex, +3 trained)
Culture: +5 (1 rank, +1 int, +3 trained)
Medicine: +5 (1 rank, +1 int, +3 trained)
Intimidate:+8 (1 rank, +4 cha, +3 trained)
Disguise:+8 (1 rank, +4 cha, +3 trained)

SKILL EXPERTISE (EX) 1ST LEVEL
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

All lashuntas gain +2 Charisma at character creation
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).

Lashunta Magic
Lashuntas gain the following Spell-Like abilities:

At will: daze, psychokinetic hand 1/day: detect thoughts

See Spell-Like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level.
(DC = 10 + spell lvl (0) + Cha mod (4) - will save DC 14)

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.

Student

Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.

Other Abilities expertise
Languages Common, Lashunta,Vesk

SPECIAL ABILITIES
Expertise (Ex) If you have at least 1 Resolve Point remaining
when she attempts a Bluff or Sense Motive check, she can
roll 1d6 and add it to the result as an insight bonus.

SKILL EXPERTISE (EX) 1ST LEVEL
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

ENVOY IMPROVISATION:
Inspiring Boost (Ex)
As a standard action, you can signal an ally within 30 feet
who has taken damage from any attack made by a significant
enemy (see page 242) at any point after your last turn ended.
That ally regains a number of Stamina Points (up to his
maximum) equal to twice your envoy level + your Charisma
modifier; at 15th level, this increases to three times your envoy
level + your Charisma modifier. Once an ally has benefited
from your inspiring boost, that ally can’t gain the benefits of
your inspiring boost again until he takes a 10-minute rest to
recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your
envoy level to the number of Stamina Points regained.

lvl2:
Get 'em (ex)
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

HEALING TOUCH (SU) 1st Level
Once per day, you can spend 10 minutes to magically heal an
ally up to 5 Hit Points per mystic level.

Mystic:
Mystic connection: Healer
Healing Channel (Su) 1st Level
D You can heal yourself and your allies. You can spend 1
Resolve Point to channel this energy. Healing yourself with
channeled energy is a move action, healing an ally you touch
is a standard action, and healing all allies within 30 feet is a
full action. This energy restores 2d8 Hit Points and increases
by 2d8 at 3rd level and every 3 levels thereafter.

Spells:
lvl 0 - Known 4 - Grave Words, Stablize, Token Spell, Detect Afflication
lvl 1 - Known 2 + Mythic cure / 2 + 1 (wis) per day. Remove lesser Affliction, Share language

GEAR DESCRIPTIONS
Combat Gear: mk 1 serum of healing, frag grenade I, smoke
grenade, medpatch; Other Gear second skin, azimuth
laser pistol with 2 batteries (20 charges each), survival
knife, everyday clothing, field rations (1 week), flashlight,
hygiene kit, personal comm unit, toolkit (hacking),
credstick (credits)
Fire extinguisher (in Starfinder backpack)
Arc pistol (1d6 elec, can stun and critical is arc 2)

Azimuth Laser Pistol This weapon can be fired 20 times before its battery needs to be recharged or replaced.
Flashlight increases the light level by one step in a 20-foot cone and can be used for 10 hours.
Mk I Serum of Healing Drinking a vial of this serum restores 1d8 Hit Points.
Medpatch you can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat poison task.
Second Skin While wearing this armor, you can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.
Smoke Grenade This creates smoke in a 20-foot radius that
lasts 1 minute.

Fire Extinguisher:

As a standard action, you can deploy a fire extinguisher to end a
burn effect on any one creature or object of Medium or smaller
size. Extinguishing a Large creature or object takes 2 rounds,
and the number of rounds required doubles with each size
category beyond Large. A fire extinguisher can function for 20
rounds (which need not be consecutive) and can be recharged
for 10% of the purchase price.

Boons:
(Dataphiles)

Slotless: Welcome to the Society

Ally:
Envar’s Attention (Ally Boon)

Dream Whispers (Ally Boon):
: Because you researched its dreamspun tales, the Liavaran Dreamer known as Whisperer of Solar Winds has taken an interest in you. When you slot this boon, the Dreamer imparts some knowledge to you in the form of a cryptic comment that may prove helpful later in your mission. Once per adventure, anytime you miss an attack or fail a saving throw, you can call upon the Dreamer’s mysterious message. You immediately count your roll as being 2 higher, which may allow you to hit your target or to succeed on your save. If you roll a natural 1 on your attack or save, you cannot use this ability.

Starship:

Solar Powered Weapon System (Starship Boon)::
The files you retrieved from Brilliance also included blueprints for
experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon
on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can
spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can
be improved only by a single copy of this boon, but copies of this boon can be applied to different weapons

Slotless: Starfinder Insignia

Reputation:
Dataphiles: 18
Second Seekers (Jadnura): 1
Wayfinders: 1
Total Reputation: 20

Played Scenario's:

Quests; Into the Unknown
1-03: Yesteryear's Truth
1-07: Solar Sortie
1-12: Ashes of Discovery
1-16: Dreaming of the Future
1-22: Protectorate Petition
1-31: Treading History's Folly
1-34: Acts of Association
1-36: Enter the Ashen Asteroid