Strix Archer

Chance the Fortunaut's page

195 posts. Organized Play character for Hmm.


Race

| SP 18/21 HP 25/25 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +1; Will +3 | Init: +0 | Perc: +0, SM: +0

Classes/Levels

| Speed 40 ft; 20 ft Climb | Lucky Guess 1/1 | Worlanisi Gamble 1/1 | Worlanisi Luck 1/1 | Campaign Coin 1/1 | Vestments 1/1 | SSI 1/1 | Active conditions: Darkvision, None.

Gender

820-715 | Female NG Worlanisi Tempered Pilgrim Solar Weapon Solarian 3 | Portrait

About Chance the Fortunaut

SFS # 820-715
Experience, Reputation, Boons, Purchases: See ITS
Slotted Faction: Advocates
Previous Chronicles: Chance’s Chronicle Folder
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Chance the Fortunaut
Tempered Pilgrim Solar Weapon Solarian 3
NG Small humanoid (Worlanisi)
Init +0; Senses Perc +0, SM +0,

[Bot Me!

Chance’s Saves

[dice=Fortitude]1d20+3[/dice]
[dice=Reflex]1d20+1[/dice]
[dice=Will]1d20+3[/dice] (-1 to Mind Affecting - Whee!)

★ ---- ★ ---- ★ ---- ★

Trained Skills

[dice=Athletics]1d20 + 10[/dice]

[dice=Culture]1d20 + 7[/dice]
[dice=Culture + Sidereal Influence]1d20+7+1d6[/dice]

[dice=Diplomacy]1d20 + 9[/dice]

[dice=Mysticism]1d20 + 6[/dice]
[dice=Mysticism + Sidereal Influence]1d20+6+1d6[/dice]

Untrained Skills
[dice=Acrobatics (Untrained)]1d20+0[/dice]
[dice=Perception (Untrained)]1d20+0[/dice]
[dice=Sense Motive (Untrained)]1d20+0[/dice]
[dice=Survival (Untrained)]1d20+0[/dice]

Chance’s Professional Tech Support Hireling Research Rat
[dice=Research Rat’s Computers]1d20+7[/dice]
[dice=Research Rat’s Engineering]1d20+7[/dice]
[dice=Research Rat’s Physical Science]1d20+7[/dice]

★ ---- ★ ---- ★ ---- ★
Chance is an enthusiastic melee combatant. In the first round of combat, she loves to Stellar Rush to meet the enemy.

[dice=Solar Weapon] 1d20+7+1[/dice]
[dice=Nonlethal Bludgeoning + Soulfire Fusion + Electric]1d6+4+3+1+3[/dice]

[dice=Stellar Rush]1d20+7[/dice]
[dice=Flame Damage (Reflex DC 14)]2d6[/dice]

[dice=Supernova (DC 16)]4d6[/dice]

[dice=Returning Sopranino Singing Disk]1d20+7[/dice]
[dice=Sonic Damage]1d4+4+3[/dice]

[dice=Tactical Pike (Analog, Reach)]1d20+7[/dice]
[dice=Piercing]1d8+4+3[/dice]

In ship combat, she happily serves as Captain or Chief Mate.

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Defense
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Defrex Hide +5 / +5

[For other information, see Header.]

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Offense
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Speed 30 ft., Climb 20 ft.

Melee See Botting Spoiler
Ranged Returning Sopranino Singing Disk
Space 5 ft.; Reach 10 ft. with Tactical Pike
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Statistics
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Str 18*, Dex 11, Con 10, Int 10, Wis 10, Cha 16

Personal Upgrade MK 1 = *

Skills
Athletics - 10 = 3 ranks + 3 class + 4 strength
Culture - 7 = 3 ranks + 3 class + 0 int +1 theme
Diplomacy - 9 = 3 ranks + 3 class + 3 charisma
Mysticism - 6 = 3 ranks + 3 class + 0 wisdom

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats

Lucky Guess Even if you don't know an answer, sometimes you arrive at the solution anyway with a lucky guess. Prerequisites: Any species trait or feat that allows you to reroll a d20. Benefit: Once per day when recalling knowledge, you can roll on an untrained skill as if it were a trained class skill and you had ranks in it equal to your level.

Fleet Speed increased by 10 ft.

Languages Common, Worlan, Absalom Sign Language, Aquan, Auran, Ifrit, Terran, Vesk, Vlakan Sign Language, Vlaka Tactile Language

Other Abilities

Combat Gear See ITS

Other Gear

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Solarian Stuff
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Skill Adept
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills. Skills Chosen: Bluff, Culture

Solar Manifestation: Solar Weapon

Your solar weapon functions as a one-handed kinetic advanced melee weapon with an item level equal to your solarian level, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage.

Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.

STELLAR REVELATIONS

Black Hole (Su) (Graviton, Zenith)

When you're fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren't. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.

Supernova (Su) (Photon, Zenith)

When you're fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.

Stellar Rush (Su) (Photon)

As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248). When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed. This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Future: Dark Matter DR 1

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Special Abilities
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Limited Telepathy
Worlanisi have limited telepathy with a range of 60 feet.

Multiarmed (4)
The creature has the number of arms listed. This allows it to wield and hold up to that many hands’ worth of weapons and equipment. While this increases the number of items it can have at the ready, it doesn’t increase the number of attacks it can make during combat.

Psychic Reverb
A worlanisi takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects.

Scoured Stars Investigator (Elite Benefit) (From Season One Explorer Boon)
You’ve taken a major part in the ongoing battle against the jinsul menace and the dangers that lurk within the Scoured Stars. Once per adventure, when you make a successful attack roll with a natural 19 on the attack roll, you can count that roll as though you rolled a 20, turning that attack into a critical hit. You can also use this in Starship combat for gunnery checks.

Tempered Pilgrim (+1 Cha)
Source Pact Worlds pg. 77
In their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don’t need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle.

Theme Knowledge (1st Level)
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Worlanisi Gamble
Once per day as a reaction when the worlanisi or an ally they can see within 15 feet rolls an attack roll, saving throw, or skill check, the worlanisi causes that creature to roll twice and take the better result.

Worlanisi Luck
The first time each day that a worlanisi rolls a natural 1 on a d20 roll, they treat it as a natural 20 instead.

Worlanisi Movement
Worlanisi have a land speed of 30 feet and a climb speed of 20 feet.

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Boons Slotted this Adventure
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Ally: Amateur Hireling - Tech Support
Faction: Advocates
Personal: Worlanisi Admittance
Promotional: Campaign Coin and Starfinder T-Shirt
Social:
Starship:
Slotless:
Instructor (Recipient)
Season One Explorer

All My Boons:

Worlanisi Admittance
Instructor (Recipient)
Tech Support Hireling
Season One Explorer