Duergar Slaver

Bones''s page

304 posts. Organized Play character for Eric Collins - France.


Full Name

Corpsman Boín "Bones" Saltheart

Race

Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):

Classes/Levels

OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

Gender

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 |

Size

M

Age

120 years old

Special Abilities

4'7" (1m40) tall ; 200 lbs. (90 kg)

Alignment

N

Deity

Pharasma

Location

Absalom Station

Languages

Common ; Dwarven ; Goblin

Occupation

Acquisitives Mercenary

Homepage URL

The Diaspora

Strength 20
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 15
Charisma 8

About Bones'

___________________________________________________________________________

Current Mission Log:
• Spells: 4/4 x 1st level left
• Healing Touch: --
• Health Status: --
• two frag grenades II --> GOGGLEZ
a serum of healing mk 2 ME
spell gem of comprehend language RIN JABO

___________________________________________________________________________
Combat:
Melee & Ranged Attack: +2 BAB +5 Str + 1 Weapon Focus
+1 racial bonus vs. goblinoid or orc subtypes
Damage: +5 Str +3 Weapon Spec'

Sopranino Singing Disks:
(lvl 1) Underwater property: no penalty to attack & full damage
Dam' 1d4 So ; Range 20 ft. ; Crit’: DC 14 Will or Confuse for 1 round (effects}; Analog
Attack:
[dice=vs. EAC]1d20+8[/dice]
Full Attack:
[dice=vs. EAC]1d20+8-4[/dice]
[dice=vs. EAC]1d20+8-4[/dice]
Damage
• Cold Iron disk w. Called Fusion (swift to get)
[dice=So, Magic, Cold Iron]1d4+5+3[/dice]
• Silver Disk w. Returning Fusion (returns before next turn, falls to ground if not caught)
[dice=So, Magic, Silver]1d4+5+3[/dice]

Smoke Grenades:
(lvl 1) Underwater property: no penalty to attack & full damage
Damage — ; Range 20 ft. ; Critical — ; Capacity drawn ; Has 2
Releases a cloud of dense smoke. Lasts 1 minute, 20 ft. radius.
All who inhale smoke save vs. Fortitude (DC w. -4 for Bones = 15 + 1 per previous check) or spend round choking and coughing: he can do nothing else.
A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection armor prevents this effect altogether) Regardless of armor, smoke obscures vision: concealment to all within it.
[dice=vs. AC 5 (non proficient)]1d20+7-4[/dice]

Space Combat:
• Gunner
[dice=Gunnery]1d20+2[/dice]
[dice=Mystical Gunnery]1d20+11[/dice]

___________________________________________________________________________
Bones:
Boín “Bones” of clan Saltheart
Male Dwarf N Mercenary Level 3 Mystic (Healer)
SFS #101218-712
Combat Medic
Acquisitives
Worships Pharasma
4’7" (1m40) tall ; 200 lbs. (90 kg) ; bald ; white beard ; pale blue eyes ; 120 years old

Description:
”Me name's Boín of Clan Saltheart. But just call me ‘Bones’.”
Tall for a Dwarf, and very muscular, with a white beard and moustache, and the grey skin of one who has spent decades in the artificial light of spaceships, he sports a military version of those bulky mining jacks popular throughout the Diaspora.
He salutes, clicking his heavy boots: ”I’m a corpsman. That's a Navy combat medic to all you sadly planet-bound types.”
A symbol on the left shoulder, shows his worship of Pharasma, the goddess of death & fate, while the patch on the right shoulder indicates he belongs to the Acquisitives’ faction.
”I’ll set your broken bones straight after the fight, or lay them to rest with a prayer to Our Lady of the Graves if I can’t.”
He reverently bows his head:
”May She shine upon our fate these next days.”
On his belt, two 7-inch-diameter metal disks, perforated with intricate abstract patterns and a circular hole in the middle, are sheathed besides some tool kits.
A 50 ft. roll of titanium alloy cable is slung across his back.
Beside the Starfinder Insignia pinned to his chest, he has attached a serum of healing and a medpatch.
"In case of emergency", he says, pointing to them.

Background:
Boín of clan Saltheart was born and raised on Absalom Station, in the spaceport district. But at a young age he joined a Star Citadel ship, serving for decades in the Navy, protecting asteroid miners in the Diaspora from pirates. Training as a combat medic he became a corpsman.
Having to prepare many comrades for burial, he slowly became a devoted follower of Pharasma, until the Lady of the Graves gifted him with Divine Powers.
A few years ago he mustered out, and joined a Dwarven mercenary outfit, renting himself as a fighter and field medic, mainly for freighter protection.
Having befriended several Starfinders, he has recently joined the ranks of the Acquisitives and become a member of the Society himself.

___________________________________________________________________________
STATS:
STR 20 ; DEX 10 ; CON 14 ; INT 10 ; WIS 15* ; CHA 8
* Key Ability ; +2 STR augment

24 SP ; 24 HP ; 3 RP

EAC 14 ; KAC 16 (+4 AC vs. creatures w. giant subtype
(+4/+6 Armor + 0 Dex) when on ground +4 vs. bull rush & trip

Init' +0 ; Speed 20 ft. ; BAB +2

Darkvision
Speed never modified by encumbrance or armor

SAVES:
+3 Fortitude (+1 +2 Con)
[dice=Fortitude]1d20+3[/dice] +2 vs. poison, spells & SLAs
+1 Reflex (+1 + 0 Dex)
[dice=Reflex]1d20+1[/dice] (+2 vs. poison, spells & SLAs)
+5 Will (+3 + 2 Wis)
[dice=Will]1d20+5[/dice] (+2 vs. poison, spells & SLAs)

FEATS:
Light Armor ; Basic & Advanced Melee ; Small Arms
lvl 1 - Heavy Armor
lvl 3 - Weapon Specialization ; Weapon Focus: Advanced Melee

speaks Common ; Dwarven ; Goblin

SKILLS:
6+Int/level ; * = class skill ; -3 ACP
-3 Acrobatics (Dex) +0 Dex -3 ACP
[dice=Acrobatics]1d20-3[/dice]
+6 *Athletics (Str) 1 rank +3 class skill +5 Str -3 ACP
[dice=Athletics]1d20+6[/dice]
-3 *Bluff (Cha) 1 rank + 3 class skill -1 Cha
[dice=Bluff]1d20+3[/dice]
-- Computers (Int)
+4 *Culture (Int) 1 rank + 3 class + 0 Int
[dice=Culture]1d20+4[/dice]
(-5 DC to recall knowledge re. hierarchies, practices, personnel… in the military)
+3 *Diplomacy (Cha) 1 rank + 3 class skill -1 Cha
[dice=Diplomacy]1d20+3[/dice]
-1 *Disguise (Cha)
[dice=Disguise]1d20-1[/dice]
-- Engineering (Int) (+4 vs. traps)
+3 *Intimidate (Cha) 1 rank + 3 class skill -1 Cha
[dice=Intimidate]1d20+3[/dice]
+4 *Life Science (Int) 1 rank + 3 class + 0 Int
[dice=Life Science]1d20+4[/dice]
+7 *Medicine (Int) 3 ranks + 3 class + 0 Int +1 Insight
[dice=Medicine]1d20+7[/dice]
+9 *Mysticism (Wis) 3 ranks + 3 class + 2 Wis +1 Insight
[dice=Mysticism]1d20+9[/dice] (+4 vs. traps)
+8 *Perception (Wis) 3 ranks + 3 class + 2 Wis
[dice=Perception]1d20+8[/dice] (+2 vs. unusual stonework, like traps & hidden doors)
automatic check w. +2 vs. unusual stonework if within 10 ft
-- Physical Science (Int)
+0 Piloting (Dex)
[dice=Piloting]1d20+0[/dice]
+10 *Profession, Mercenary (Wis) 1 rank + 3 class skill + 2 Wis + 4 Kit
(-5 DC to recall knowledge re. hierarchies, practices, personnel… in the military)
(+1 for Day Job: +11 & Take 10 = 21 or 42 Cr.)
[dice=Mercenary]1d20+12[/dice]
+6 *Sense Motive (Wis) 1 rank + 3 class skill +2 Wis
[dice=Sense Motive]1d20+6[/dice]
-- Sleight of Hand (Dex) (- 3 ACP)
-3 Stealth (Dex) (- 3 ACP)
[dice=Stealth]1d20-3[/dice]
+6 *Survival (Wis) 1 rank + 3 class skill + 2 Wis
[dice=Survival]1d20+6[/dice] (+4 when orienteering)

SPELLS:

level 0 - DC 12
Detect Affliction (determine if creature or object poisoned, diseased, Cursed, or suffering similar affliction)
• Detect Magic (detect magic source and CL)
• Psychokinetic Hand (move small objects at a distance)
Stabilize (25 ft. range)
Telepathic Message (10 minutes, 110 ft. range)
Token Spell (can also do Dim Light in 30' radius - lasts 1 hour)

level 1 - DC 13 - 4/day
• Lesser Remove Condition does not provoke (touch ; removes: shaken, sickened or staggered)
• Mind Thrust
[dice=Mind Thrust DC 13 Will for 1/2]2d10[/dice]
• Mystic Cure (does not provoke)
[dice=Mystic Cure]1d8+2[/dice]
• Seeking Shot (avoid cover & concealment ; do not need LOS)

HEALING TOUCH:
(Su)
1/day spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level

HEALING CHANNEL:
(Su)
1 RP to channel +4d8 HP. Healing myself= move action ; healing an ally I touch = standard action ; healing all allies @ 30 ft.= full action
[dice=Healing Channel]4d8[/dice]

LIFELINK:
(Su)
At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from lifelink.

CHANNEL SKILL:
(Su)
+1 Insight bonus to Medicine & Mysticism

MINDLINK:
(Sp)
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

WEAPONS:
Underwater property: no penalty to attack & full damage
• Cold Iron Singing Disk w. Underwater property, and Called Fusion
Can be teleported to hand as a swift action, even if in possession of other creature. Maximum range: 100 ft.
• Silver Singing Disk w. Underwater property, and Returning Fusion
Rreturns before next turn, falls to ground if not caught
• 2 x Smoke Grenades w. Underwater property

IN CASE OF EMERGENCY:
worn on chest
• Mk 1 Serum of Healing (1d8)
• Medpatch

ARMOR:
Mining Jack I
Level 1 Heavy Armor
EAC Bonus +4 ; KAC Bonus +6 ; Max. Dex Bonus +1 ; Upgrade Slots 1 ; Bulk 3
Armor Check Penalty -3 ; Speed Adjustment -10 ft.
Armor Benefits:
Spoiler:
• boots anchor your feet to a solid surface in a zero-gravity, allowing you to orient yourself or return to normal footing when needed
• armor protects you from a range of hazards through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks) that lasts 24 hours / level (standard to turn on, can be used in 1 hour increments) - cf. p. 297/298 CRB
• armor facilitates self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease)
• self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation.
• armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation
• armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F).

COMM UNIT:
In armor (80 charges, use 1/hour)
A personal comm unit is pocket-sized device combining minor portable computer (tier-0 computer w. no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range.
Also 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).

EQUIPMENT:
• Starfinder Insignia
• Mercenary Outfit
• Merc’, Trapsmith & Navigators’ Toolkits
• 50 ft. titanium alloy cable line
• 1 x Restraints
• Symbol of Pharasma

WEIGHT CARRIED:
can carry 9 Bulk w/o encumbered
4 is Current Total
3 B - Armor
2 L - 2 x Weapons
2 L - 2 x Grenades
1 L - Clothes
3 L - 3 x Toolkits
1 L - Healing Serum
1 L - Medpatch
5 L - Cable
3 B 16 L total

EQUIPMENT PURCHASED:

1000 + 720+42
(1762 credits)
spent before mission 2:
825 Cr. - Mining Jack I
456 Cr. - 115 Cr. Singing Disk + 300 Cr. Silver = 415 Cr. + 41 Cr. for Underwater
120 Cr. - Returning Fusion
5 Cr. - Mercenary Outfit (armor patch)
2 Cr. - Religious Symbol (armor patch)
60 Cr. - 3 x Toolkits (Mercenary, Navigator, Trapsmith)
25 Cr. - 50 ft. of Titanium alloy cable line
5 Cr. - 1 x Binders
50 Cr. - Medpatch
50 Cr. - Healing Serum Mk I
88 Cr. - 2 x Smoke Grenades w. Underwater
left before mission 2: 76 Cr.
from mission 2: 770 Cr.
spent after mission 2:
621 Cr. - 115 Cr. Singing Disk + 450 Cr. Cold Iron = 565 Cr. + 56 Cr. for Underwater
120 Cr. - Called Fusion
105 left before mission 3
from mission 3: 767 Cr.
from mission 4: 2204 Cr.
from mission 5: 1517 Cr.
1400 Cr. - Magic Ability Crystal (+2 Str) 1400 Cr.

3193 Cr.


___________________________________________________________________________
SLOTTED BOONS:
FACTION
Spoiler:
Acquisitives Champion (Faction Boon)
Allows Reputation gain w. Acquisitives

PERSONAL
Spoiler:
Dwarven Admittance-Existing Dwarf from DM Credit for SFS #1-09
Increase one ability score 14 or lower by 2

PROMOTIONAL
Spoiler:
Promotional Record Keeper (Starfinder Player Character Folio)
1/ per session:
• either reduce RP cost to regain Stamina by 1 (down to 0 RP)
• or reduce DC of one starship combat check (including a gunnery) by 4

STARSHIP select 1 or 2
Spoiler:
- 1 - Hero of the Stars (Starship Boon; Limited Use)
Anytime reduced to 0 or fewer Hull Points your starship immediately regains tier x 5 Hull Points (max' 30). Only 1 boon / starship. When activated, cross off sheet

Spoiler:
- 2 - Aeon Caster Launcher Upgrade (Starship Boon) from AtAT
You fought off a starship belonging to the Azlanti Star Empire and salvaged some of that ship’s technology. When this boon is slotted, select one light weapon onboard your starship. Replace this weapon with an aeon caster. An aeon caster is a light direct-fire weapon with medium range, and the mystical special property. An aeon caster deals 3d4 damage. This new weapon must go in the same arc as the replaced weapon.
Mystical starship weapon property—When attempting a gunnery check with a mystical weapon, which is a hybrid device, a gunner can use ranks in Mysticism in place of her base attack bonus or ranks in Piloting, and her Wisdom modifier in place of her Dexterity modifier.

SLOTLESS
Spoiler:
Starfinder Insignia (Slotless Boon)
Appears as ordinary medal showing symbol of Starfinder Society, can store as much information as a common tier-1 datapad. DC 20 Perception or Sense Motive to realize insignia is a storage device.
• Counter Innovation (from 1-30)
Can buy a brain augmentation
Souvenir Cestus (from 1-28)
Can buy a bone cestus
• Rebuilding Naknodis (from AtAT)
Use instead of dayjob
• Morlamaw Linguist (from 1-08)
Speak Morlamaw

XP, REP' & FAME:
• 7 XP
• 17 Total Reputation (Tier 2)
• 13 Acquisitives Reputation (Tier 1)
• 1 Exo-Guardians Reputation (Tier 0)
• 3 Wayfinders Reputation (Tier 0)
• 12 Fame

OTHER BOONS:
Promotional
• Grand Lodge PFS Faction Pin
1/scenario add 2d4 to Culture skill & treat as trained, even if you don’t have a rank in it
Starship
• In-the-Vehicle training (from 1-28)
Increase AC etc. for vehicles
Personal
• Morlamaw Admittance (from 1-08)
Play a Morlamaw

SCENARIOS PLAYED:
• 6 -
• 5 - 1-08 Sanctuary of Drowned Delight (as biohacker, Needles)
• 4 - AAT #1 (The Reach of the Empire) as Del (campaign mode)
• 3 - 1-28 It Rests Beneath (DM Credit)
• 2 - 1-30 Survivor’s Salvation
• 1 - Q-01 Into the Unknown