Priest

Baròleg's page

51 posts. Alias of Anxa.


Full Name

Baròleg Konstantu

Race

Lashunta (Damaya) | Bounty Hunter |

Classes/Levels

Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Gender

Male

Age

39

Alignment

LN

Deity

Talavet

Languages

Common, Castrovelian (Lashunta), Vercite, Vesk, Aklo, Goblin, Kasatha, Eoxian, Draconic, Aktonian, Shirren, Kathasa, Ysoki, Abyssal

Strength 10
Dexterity 12
Constitution 11
Intelligence 16
Wisdom 14
Charisma 20

About Baròleg

SFS#: 2352348-706

Lashunta (Damaya) | Male | Bounty Hunter | Envoy (Stewards Officer) 6 / Solider (Blitz) 1
LN | Medium | Humanoid (Lashunta) | 32 years old | Ht: 5'7” | Wt: 158lbs
Init +5; Perception +14, Lowlight, Darkvision 60'; Sense Motive + 12 (+d6+1)

DEFENSE
Armor: Kyokor Plating II (Max Dex: 4; Armor Pen: -1; Speed: -5'; Slots: (3) Jump Jets)
KAC 21 | EAC 19 | CMD 29
Stamina 43 | HP 47 | Resolve 8
SAVES: Fort +5 | Ref +6 | Will +9

OFFENSE
BAB: +5 | Base Speed: 40' | Adjusted Speed: 35'
Melee
- Bone Cestus, Austere (Lvl 2; Basic Melee; 1-Handed; Dam d6 P; Crit: Bleed d4; Special: Analog)
Ranged
- Acid Dart Rifle, Dual (lvl 7; Longarms; 2-Handed; Dam 2d8P&A&F; Rng: 90ft; Crit: Corrode 2d4 and Knockdown; Special: Analog, Explosive Ammo/Fiery; Ammo: 24 Darts, 2/shot; 26 darts extra)
- Arc pistol, Static (lvl 2; Small Arms; 1-Handed; Dam 1d6 E; Rng: 50 ft; Crit: Arc 2; Special: Stun; Ammo: 20 charges, 2/shot)

Combat Bot Rolls:
Just add opening bracket [ :
Use Improved Get'em to attack and get bonus as soon as possible
Ranged - Static Pistol: Crit Arc 2
dice=Attack/EAC] d20 + 6 [/dice] ADD +2 if Get'em is up
dice=Damage/E] d6 [/dice]

Ranged - Acid Dart Rifle: Crit Corrode 2d4 + Knockdown
dice=Attack/KAC] d20 + 6 [/dice] ADD +2 if Get'em is up
dice=Damage/E] d6 [/dice]

Melee - Bone Cestus: Crit Bleed d4
dice=Attack/KAC] d20 + 5[/dice] ADD +2 if Get'em is up
dice=Damage/P] d6 [/dice]

STATISTICS
Str 10(0), Dex 12(+1), Con 11(+0), Int 16(+3), Wis 14(+2), Cha 20(+5)

FEATS:
Armor: Light, Heavy
Weapon: Basic & Adv melee, small arms, longarms, heavy weapons, sniper weapons, grenades, Improved Unarmed Combat
General: Divine Blessing (Talavet), Quick Draw, Steel Nerves, Versatile Specialization, Improved Grapple

SKILLS:
Skill +Mod (Ranks) (d# Expertise)
Acrobatics +7 (3)
Athletics +6 (3)
Bluff +14 (6) (+d6+1)
Computers +10 (4)
Culture +10 (6)
Diplomacy +15 (7) (+d6+1)
Disguise +5
Intimidate +10 (2)
Medicine +11 (5)
Mysticism +8 (2)
Perception +14 (7)
Piloting +6 (2)
Profession (Lawyer) +13 (5)
Sense Motive +12 (7) (+d6+1)
Stealth +8 (7)
Survival +12 (7)

LANGUAGES
Common, Castrovelian (Lashunta), Vercite, Vesk, Aklo, Goblin, Kasatha, Eoxian, Draconic, Aktonian, Shirren, Kathasa, Ysoki, Abyssal

SPECIAL ABILITIES
Race: LASHUNTA (Damaya)
- Limited Telepathy: 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: Receive a +2 racial bonus to any two skills of their choice (Diplomacy and Perception).
- Lashunta Magic: At will-Daze, Psychokinetic Hand; 1/day-Detect Thoughts. Caster level is equal to the Lashunta’s level. DC is equal to 10 + Chr + Spell Level.

Spell-Like Abilities:
Daze
Level 0; School - Enchantment (compulsion, mind-affecting)
Casting Time - 1 standard action; Range - Close (25 ft. + 5 ft./2 levels)
Target - one humanoid creature of CR 3 or lower
Duration - 1 round; Saving Throw Will negates; Spell Resistance yes
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

Psychokinetic Hand
Level 0; School - Transmutation
Casting Time - 1 standard action; Range - Close (25 ft. + 5 ft./2 levels)
Target - one unattended object of no more than 10 lbs. or 1 bulk
Duration - Concentration; Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

Detect Thoughts
Level 1; School - Divination (mind-affecting)
Casting Time - 1 standard action; Range - 60 ft.
Area - cone-shaped emanation
Duration - concentration, up to 1 minute/level; Saving Throw Will negates, see text; Spell Resistance no
You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.
1st Round: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.
2nd Round: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

Theme: BOUNTY HUNTER
- Theme Knowledge: Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce DC of Culture or Profession (bounty hunter) checks to recall knowledge about mark, and to recall knowledge about law-enforcement individuals and practices by 5. If mark is known only by an alias or secret identity, this ability helps learn facts only about the identity known, not any other unknown identities. Once defeat mark, as an action that takes 1 minute, can study dossiers and database information about another individual to be your new mark. Can abandon mark for a new one without defeating it, but take a –2 penalty to all skill checks for 1 week. Survival is a class skill. +1 to Constitution at character creation.
- Swift Hunter: You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.

Class: ENVOY
- Envoy Improvisation (1st) - Learn first improvisation at 1st level, and learn additional at 2nd and every 2 levels thereafter. If an improvisation grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half envoy level + Chr mod.
- Expertise (1st) - When attempting Sense Motive roll 1d6 (expertise die) and add result as an insight bonus. Can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, can add expertise die to skill also selected with Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
- Skill Expertise (1st) - 1st level and every 4 levels thereafter use expertise with one additional class skill. Must have at least 1 rank in a skill to select it: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

ENVOY IMPROVISATIONS:
- Get 'Em (Ex; Language & Sense Dependent, Mind-Affecting): 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.
- Improved Get 'Em (Ex): Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.

Archetype: STEWARD OFFICER
- Diplomatic Training (Ex) - You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language.
You can use your Diplomacy skill for Intimidate checks to demoralize a target and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids.
When you attempt a Diplomacy check to change a creature’s attitude, but you fail the check, the creature’s attitude worsens only if you fail the check by 10 or more.
- Military Training (Ex) - You gain one of the following feats as a bonus feat (you must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Improved Unarmed Strike, or Longarm Proficiency. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain Improved Combat Maneuver. Otherwise, you gain the Weapon Specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies. If you already have all the listed feats, you can choose a bonus combat feat instead. 4th-Improved Unarmed Strike; 6th-Improved Grapple.

Class: SOLDIER (Dex)
- Fighting Style: Blitz - Rapid Response (Ex), You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

AUGMENTATIONS:
CYBERNETICS:
Voice Amplifier: (lvl 1; System-Throat) A voice amplifier greatly increases the volume of your voice. You can switch a voice amplifier on or off as a swift action. When activated, a voice amplifier grants a +2 circumstance bonus to Intimidate checks and lowers the DCs of other creatures’ Perception checks to hear you speaking by 5.

Society Subdermal Graft-(Lvl 1; Left Hand; BOON) This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Synergizing Symbiote Mk1 (Chr, +2)

GEAR/POSSESSIONS:
- Acid Dart Rifle, Dual (Longarms, 1 Bulk)
- Explosive Darts (26; Ammo, L Bulk)
- Arc Pistol, Static (Small Arms, L Bulk)
- Bone Cestus, Austere (Basic Melee, L Bulk)
- Kyokor Plating II (Heavy, 1 Bulk)
- Jump Jets (In Armor, L Bulk)
- Comm Unit, Personal (Combines a minor portable computer (tier-0) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres); L Bulk)
- Backpack, Starfinder (+4 Str for Bulk calc; 0 Bulk worn/1 Bulk carried)
- Clothing, Travel (+2mi per 8hr overland movement. Gain a +1 circumstance to Con to avoid taking nonlethal damage forced march); Professional (+1 circ bonus Prof(Lawyer)) (L Bulk each)
- Sleeping Bag, Mess Kit, Canteen, Lighter (Total Bulk 0.3)
- Zipstick (A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape; 1H; 20c, 1/u; Neg Bulk)
- Kits: Hygiene, Gear Maintenance, Hacking (Total Bulk 1.2)
- Tool Kits (+4 bonus; L Bulk each): Professional (Prof: Corp Prof); Disguise (Disguise/appearance); broad-spectrum scanning (Percp/search); Linguist’s (Culture/decipher) (Total Bulk 0.4)
- Healing Serum, Mk I (2; L Bulk each)
- Restraints, Binders (5; N Bulk each)
[I]MAGIC ITEMS

- Ring of Sustenance
-Darksight Goggles

CARRYING CAPACITY
Unencumbered: 7
Encumbered: 14
Overburdened: 15
Total Carried: 3.3

CREDITS: 6

SLOTTED BOONS:
Ally: Duskmire Alligence: Yeti
Faction: Exo-Guardian Champion
Personal:
Promotional:
Social: Faction's Friend
Starship: In Vehicle Training
Slotless: Marked Field Agent, Sugar Heart Love!, Souvenir Cestus

BOONS:
Purchased:
Exo-Guardian Champion (free starting boon)

Earned Boons:

Faction’s Friend (Social Boon; Limited Use; 3 uses remaining): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.

Marked Field Agent (Slotless Boon): Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet.

Star Sugar Heartlove!!! (Slotless Boon; Limited Use): During your commencement missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.

Duskmire Allegiance (Ally Boon): You befriended one or more groups within the Duskmire vault in the mysterious complex of Salvation’s End. When you first earn this boon, select one of the following groups to be your most fervent ally and cross the remaining options off this boon. Yetis: The raucous yetis of the Muckfur tribe hold regular celebrations, even after their escape from the Duskmire vault. Prior to the start of a scenario, you can partake in a Muckfur party and gain some yeti-inspired confidence before your mission. For the duration of the scenario in which this boon is slotted, you gain a +1 bonus to Strength- and Dexterity-based skill checks and a +1 bonus to Fortitude saves.

In-the-Vehicle Training (Starship Boon): Hours of traversing Vabaimus’s uneven ground has given you valuable experience when maneuvering a vehicle in dangerous conditions. While operating a vehicle (but not a starship), you increase its EAC, KAC, and hardness by 1. When a vehicle you are operating would be wrecked, you can cross this boon off your Chronicle sheet and attempt a Piloting check; the vehicle is instead reduced to 1 Hit Point and remains operable for a number of rounds equal half the result of your Piloting check unless it is reduced to 0 Hit Points first.

Souvenir Cestus (Slotless Boon; Limited Use, 0/1): Vabaimus is home to numerous crest-eaters, and you departed with several of their horns as souvenirs. You can check the box that precedes this boon to use your Downtime to fashion an austere bone cestus (Starfinder Alien Archive 31) at a cost of 120 credits. This cestus has an effective resale value of 60 credits. If you use this boon when you are level 8 or higher, you instead fashion a measured bone cestus as a cost of 1,100 credits and whose effective resale value is 550 credits.

MISSION LOG:
SFS 1-01 The Commencement [Complete, GM Valen]
SFS 1-20 Duskmire Accord [Complete; Outpost II; GM Wolffauer]
SFS 1-28 It Rests Beneath [Complete; GM SFS]