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About ChiaieseDefense
Jump Jets:
Capacity 20; Usage 2/action
You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered. Offense
Skills: (Skill Rank + Class Mod + Ability Mod + Other Mod)
Racial Feature: 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. Theme Benefit: Xenoseeker, Life Science
Technomancer Class Features:
Lvl 1) Spell Cache (body tattoo):
Once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. Lvl 2) Energize Spell:
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect. Operative Class Features:
Lvl 1) Operative's Edge (EX):
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter. Lvl 1) Specialization:
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
**Hacker Whether it’s a computer system or a mechanical device, you can hack it. * Associated Skills: Computers and Engineering. You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers). * Specialization Exploit: Elusive hacker. * Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal. Lvl 1) Stunt and Strike (EX):
You can perform skillful stunts while going on the offensive. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with any weapon you’re wielding and are proficient with, even a weapon with the unwieldy property or that requires a full action to make a single attack. Just before making your attack, attempt a skill check with one skill that you have Skill Focus with (DC = 20 + your target’s CR). If you succeed at the check, the target is flatfooted against attacks you make using this ability. At any point during the full action, you can also trigger one stunt that you know. The stunt must match the skill you are using for the stunt and strike attack. At 7th level, you can perform two stunts you know. If the stunts use different skills, you must attempt both skill checks, and if either fails, your target is not flat-footed. If a stunt allows a saving throw, its DC is equal to 10 + half your operative level + your Dexterity modifier.
**Computers Stunt: Dirty Trick Whenever you attempt a Computers check as part of your stunt and strike and succeed, you can cause the target to gain one of the following conditions until the start of your next turn instead of the flat-footed condition: deafened, off-target, shaken, or sickened (your choice). Spells:
0-Level
Dancing Lights:
School: evocation
Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 minute (D) Saving Throw: none Effect: up to four lights Spell Resistance: no You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.You can have only one dancing lights spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Daze (Lashunta Racial Ability):
School: enchantment (compulsion, mind-affecting)
Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Targets 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 (Lashunta Racial Ability):
School: transmutation
Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Targets 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. Energy Ray:
School: conjuration (creation)
Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Targets one creature or object Duration: instantaneous Saving Throw: none; Spell Resistance yes When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You fire a ray at the target, and you must make a ranged attack against its EAC. On a hit, the ray deals 1d3 damage of the chosen energy type. Mending:
School: transmutation
Casting Time: 10 minutes Range: 10 ft. Targets one object of up to 1 bulk Duration: instantaneous Saving Throw: Will negates (harmless, object); Spell Resistance yes (harmless, object) This spell repairs damaged objects and constructs, restoring 1d4 Hit Points. If the object has the broken condition, this condition is removed if the object is restored to at least half its original Hit Points. All of the pieces of an object must be present for this spell to function. A construct can benefit from this spell only once per day. Magic items can be repaired by this spell, but magic items that are destroyed don’t have their magic abilities restored. This spell doesn’t reverse effects that warp or otherwise transmute items, but it can still repair damage dealt to such items. Ghost Sound:
School: illusion
Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Effect illusory sounds Duration: 1 round/level (D) Saving Throw: Will disbelief; Spell Resistance no You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can’t make specific sounds such as intelligible speech or the exact hum of a particular starship’s engines. Transfer Charge:
School: transmutation
Casting Time: 1 standard action Range: touch Targets two objects of the same type; see text Duration: instantaneous Saving Throw: Fortitude negates (object); Spell Resistance yes (object) You can transfer any number of charges from one battery to another battery or from one power cell to another power cell. You can only transfer charges using two objects of the exact same type (two batteries of the same size, two identical power cells, or the like); you transfer charges from the source object to the receiving object. You must declare how many charges you are transferring before casting this spell. If you transfer more charges from the source than the receiving item can hold, the receiving item must succeed at a Fortitude saving throw or take 1d6 electricity damage. This spell provides no knowledge of how many charges a receiving item can safely hold, but you can choose to transfer fewer charges than the maximum allowed to reduce the risk. 1st-Level
Detect Thoughts (Lashunta Racial Ability, 1/day):
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. Magic Missile:
School: evocation (force)
Casting Time: 1 standard action; see text Range: medium (100 ft. + 10 ft./level) Targets up to three creatures, no two of which can be more than 15 ft. apart; see text Duration: instantaneous Saving Throw: none; Spell Resistance yes You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell. You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage. You can cast this spell as a full action. If you do, you fire three missiles instead of two. Disguise Self:
School: illusion
Casting Time: 1 standard action Range: personal Duration: 10 minutes/level (D) You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can’t change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion. Grease:
School: conjuration
Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Area: one 10-ft. square or one object Duration: 1 minute/level (D) Saving Throw: Reflex partial, see text Spell Resistance: no You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Re ex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Re ex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered at-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers. Lvl 1 Feat: Skill Synergy (Culture, Diplomacy)
Equipment
Description:
Backstory:
I think they're ugly, replied Rilynn. The powerful Korasha admonished his youngest with a finger to his lips and a shush. They're fascinating, observed the elder daughter, Chiaiese. Intrigued by their distinctly insectile appearance and mannerisms, the young Damaya sat enthralled by the entire experience. The Lashunta Diplomatic entourage was led by her mother Cacia, advisor to Lady Morana Kesh, and an esteemed mystic on the cultural university faculty. Chiaiese barely noticed her father leave them to rejoin his General Staff of the Red Guard, a largely ceremonial unit of retired military officers. The Lady herself stood at the end of the long chamber, flanked by dozens of dignitaries from across Castrovel, include many from Corporatist factions which, on any other day, actively worked to depose the monarch. This was a rare occasion indeed. The Diplomatic wing turned out as the Shirren envoy approached the end of the grand runner at the base of the dais. Cacia presented the foremost Shirren with the customary scepter, and received from him some odd token in return. It was all very formal. Look at that funny one at the end, gestured Rilynn, bumping against her older sister. Father told us to be quiet, said Chiaiese, but her attention was diverted all the same. Oddly, the very last Shirren in the envoy was lagging behind the others, deliberately, it seemed, and constantly poking its head from side to side while it fidgeted with something under its long green cloak. The young Damaya could not help herself from probing, forgetting that Lashunta Galactic Diplomatic Protocol expressly forbid such telepathic intrusions during ceremonial processions, under penalty of exile. At first, she merely detected the Shirren was, in fact, thinking, but its mind was racing. It was excited but fearful, and... there was anger, no, more than that, rage. Then an intelligent thought surfaced, and it flashed in Chiaiese's mind like lightning: "Do it now!" But the thought had velocity, direction, and she followed it, her eyes flowing over the crowd from her perch among the guest rows in the antechamber; she settled on the old Korasha standing beside her father, a General she knew - a family friend! The General received the Shirren assassin's telepathic thought and his hand reached for something behind his back. Chiaiese shot to her feet, not knowing what was about to happen. She only knew she had to do something. Father, the Shirren and General Novus - they're going to hurt people! Her telepathic message was desperate, but it was all she could do. Colonel Biviano straightened but did not reply. He slid closer to his old friend and put an arm around him, while the envoy filed past. The General froze, his plot exposed. Yet the Shirren continued ahead. Chiaiese redirected her mind at his. Now the assassin burned hatred, betrayed by its lone ally. She saw in its mind another flash, of how it would charge the dais and kill Lady Kesh. In the next moment, Chiaiese screamed a thought at him, STOP! The Shirren halted as if struck, staggered before regaining its wits, and pulling the cloak aside, exposed a pistol. But it was careless, its mind slowed by the force of her command. She swatted the pistol out of its clawed hand telekinetically, and it rattled onto the floor. Now the rest of the guard could see plainly what was happening, and they acted swiftly, four of them collapsing on the rogue Shirren. The rest of the envoy turned and the ceremony abruptly ended. "What is the meaning of this assault?" demanded the Shirren attache. A number of shouts rose up as the assassin pleaded its innocence. Now Chiaiese' mother stepped forward and raised her hand, then bowed, Lady Kesh descending from the dais behind her to address the assembly. "General Novus, explain yourself," she said, her voice commanding and clear. Chiaiese shook, the swell of adrenaline washing over her. We'll talk about this tonight, the voice of her mother resounded in her mind. Then she added, You were very brave, Chasey. The Red Guard quickly emptied the chamber of guests, and Chiaiese and Rilynn were escorted to their mother's office. They were surprised when, hours later, Lady Kesh herself walked into the office, with their parents behind her. Lashunta ceremonial protocols are vital to our diplomatic efforts. We must never break them. As punishment, neither of you will be allowed entry to any such events ever again. Do you understand me? Both girls nodded. Lady Kesh leveled her steely gaze at them, then, at the last moment before turning to leave, she winked. Chiaiese (Chasey to her family and close friends) demonstrated her gifts at an early age, combining the talents of both of her parents - her father, an accomplished fleet commander, and her mother, mystic diplomat, and developing her path as a technomancer and xenobiologist. After graduating from Academy at the top of her class she interned in the offices of the Admiralty, applying her keen sense for alien biology and culture. She was on the fast-track to a position of diplomatic or political importance. But did she want it? As in every endeavor before, she excelled in the Admiralty, learning the systems and weapons of war, but also the politics of it. And yet, Chiaiese wanted something... more. Ten years to the day after the incident with the Shirren envoy, she was summoned to Lady Kesh' office. I remember a girl who risked exile to save the monarchy. Does that same spirit stand before me now? Chiaiese couldn't suppress a smile. Welcome to the Camerarius, Agent Chiaiese, said Lady Kesh, handing over a datapad with the secretive Lashunta spy agency watermark. Here's your first assignment. |