Succubus

Ava Starfiend's page

No posts. Organized Play character for Lupulus.


About Ava Starfiend

Ava Starfiend
Female tiefling (medium) space pirate soldier 1
None Medium humanoid (native)
Init +3; Senses darkvision (60'); Perception +0

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DEFENSE
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EAC 15; KAC 16
SP 7 HP 11 RP 4
Fort +2, Ref +3, Will +2

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OFFENSE
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Speed Walk 30'
Melee starknife, tactical +4 (1d4+3 , critical -; Analog, thrown (20 ft.))
Ranged starknife, tactical (thrown) +4 (1d4+3, critical -; Analog, thrown (20 ft.))
Ranged flame rifle +4 (1d6, critical Burn 1d6; Line, unwieldy)

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STATISTICS
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Str 16, Dex 16, Con 10, Int 13, Wis 10, Cha 8,
Base Atk +1; Grp+4
Feats Quick Draw
Skills Acrobatics +7, Athletics +7, Bluff +5, Engineering +5, Piloting +7,
Languages Common, Infernal
Combat Gear serum of healing mk 1,
Other Gear starknife, tactical, freebooter armor i, petrol tank, standard, light bayonet bracket, tool kit (engineering kit), tool kit (trapsmith's tools), flame rifle, 790.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Tieflings are are often medium, and all are outsiders with the native subtype
Darkvision Tieflings have darkvision to a range of 60 feet
Deceitful Tieflings gain a +2 racial bonus to bluff and stealth checks
Fiendish Gloom As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can't increase the light level in this area. Magical light can increase the light level in this area only if it's from an item or creature of a level or cr higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her cr or level
Fiendish Resistance Tieflings have resistance 5 to cold, electricity, and fire

THEME BENEFITS
Space Pirate You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the free captains of the diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew
Theme Knowledge You have a distinct advantage over others when operating in the shadows of society. Reduce the dc of culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your bluff checks. In addition, you gain an ability adjustment of +1 to dexterity at character creation
Smuggler You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a perception check to search your body for objects you have hidden on your person using the hide object task of the sleight of hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus
Sword And Pistol You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same -4 penalty as a full attack action
Besmara's Blessing The pirate goddess besmara blesses your thieving and marauding ways, even if you don't worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 resolve point

CLASS FEATURES:
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115
Bombard The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels, you can use launchers, missiles, and other heavy weapons
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Grenade Expert You increase the range increment of your thrown grenades by 5 x your strength bonus. In addition, you're able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works)

FEATS:
Quick Draw You can draw weapons faster than most You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see sleight of hand on page 146) as a move action.
Normal: you can draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as part of a move action, and you can draw a hidden weapon as a standard action