Wizard

Corporal Melisende's page

107 posts. Organized Play character for Isis Woz.


Full Name

Corporal Melisende

Race

|SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6|

Classes/Levels

Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Gender

NG Female Elf Soldier 9

Age

113

Alignment

NG

About Corporal Melisende

Corporal Melisende
Female (she/her) Asanan Elf Soldier (Sharpshooter) 9
NG Medium Humanoid, Darkvision 60ft, Low-Light Vision
Init +6; Senses Perception +0

Defence

EAC 23, KAC 26, AC vs CM 34
SP:81, HP: 67, RP: 10
Fort +7, Ref +9, Will +6

Offense
Speed 40ft Land, 40ft Land with Powered Armor, 15ft Climb
Melee Merciful Tactical Doshakari +16 vs KAC (1d6+13 P) Analog, Operative, Disarm, Wound
Melee Powered Armor Slam +14 vs KAC (1d10+12 B)
Melee Survival Knife + 16 vs KAC (1d4+12 S) Analog, Operative
Ranged Holy Aphelion Artillery Laser (Sniper Scope) +17 vs EAC (3d8+8 F) Penetrating 9
Ranged Ghost Killer Light Machine Gun +16 vs KAC (2d10+8 P) Analog, Automatic
Ranged Aurora Anacite Ion Cannon +16 vs EAC (2d10+8 E) Line 45ft, Lockdown, Unwieldy
Grenade Mk 2 Frag Grenade (x1) explode (2d6 P; 15 ft.) (Ref DC 17)
Grenade Mk 2 Shock Grenade (x1) explode (1d12 E; 15 ft.) (Ref DC 17)
Spells At Will: Daze, Psychokinetic Hand; Once Per day: Detect Thoughts(DC 14)

Statistics

Str 12, 18 with powered armor Dex 23, Con 13, Int 12, Wis 10, Cha 14
Base Atk +9; Melee Atk +11/+13, Ranged Atk +15, Thrown Atk +11/+13
Feats Toughness, Weapon Focus (Heavy Weapons), Psychic Insight, Versatile Focus, Mobility, Powered Armor Proficiency, Shot on the Run, Slippery Shooter, Skill Synergy (Diplomacy, Engineering)
Skills
Acrobatics +18 (9 ranks),
Athletics + 17, (9 ranks)
Bluff +2,
Culture +17 (hireling),
Diplomacy +2,
Disguise +2,
Engineering + 15 (9 ranks),
Intimidate +14/ +16 while communicating with telepathy (9 ranks),
Medicine +17 (hireling),
Perception +0,
Piloting +18 (9 ranks),
Sense Motive +0,
Survival +17 (hireling)
Languages Common, Castrovelian, Elven, Vesk
Other Gear Ysoki Refractor Suit, Laborer Frame Heavy Armor, Hunting Rifle, Fire Extinguisher, Heavy Rounds (80), Longarm Rounds (25), High Capacity Battery (extra) x3, Serum of Healing Mk 1 x3, Tier 1 Computer (Mini, AI, Comm unit installed), Sniper Scope, Engineering Kit, Gear Maintenance Kit, Hygiene Kit,

Augmentations Mk1 Force Soles, Standard Darkvision Capacitors, Minimal Speed Suspension

Bot Me:Melisende will prefer to full attack preferably with her Corona Artillery Laser. If stuck in melee she can attack with the Tactical Doshakari. (All 3 guns are mounted on the powered armor so she can hold the melee weapon in one hand without changing grips)
[dice=Aphelion Artillery Laser (Full Attack)] 1d20+14[/dice]
[dice=Fire Damage, Holy] 3d8+9[/dice]
OR
[dice=Tactical Doshakari (Full Attack)] 1d20+12[/dice]
[dice=Piercing Damage]1d6+13[/dice]

Special Abilities/Feats/Racial Traits

Weapon Focus:
WEAPON FOCUS (HEAVY WEAPONS)
You have increased training in a particular weapon type, making
it easier to hit your target.

Prerequisites: Proficiency with selected weapon type.

Benefit: Chose one weapon type (small arms, longarms,
heavy weapons, etc.). You gain a +1 bonus to attack rolls
with that weapon type. If your base attack bonus is at least
3 lower than your character level (or your mechanic’s class
level, if you are a drone), you gain a +2 bonus instead.

Versatile Focus:
VERSATILE FOCUS
Your accuracy applies to all weapons with which you are proficient.

Prerequisites: Weapon Focus (any).

Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient.

Psychic Insight:
PSYCHIC INSIGHT
Telepathic contact gives you social insight.

Prerequisites: Limited telepathy or telepathy.

Benefit: You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy.

Powered Armor Proficiency:
POWERED ARMOR PROFICIENCY
You know how to use powered armor.

Prerequisites: Str 13, base attack bonus +5, proficiency with light and heavy armor.

Benefit: You gain proficiency with powered armor (see Armor Proficiency on page 242).

Toughness:
TOUGHNESS
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Mobility:
MOBILITY
You can easily move past dangerous foes.

Prerequisites: Dex 13.

Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.


Shot on the Run:
SHOT ON THE RUN
You can move, make a ranged attack, and move again before your foes can react.

Prerequisites: Dex 15, Mobility, base attack bonus +4.

Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before).

Normal: You can move only before or after making a ranged attack, not both.

Psychokinetic Hand:
PSYCHOKINETIC HAND
Starfinder Core Rulebook p.370

Level Mystic 0; Technomancer 0; Witchwarper 0;

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.

Athlete Theme:
ATHLETE +1 Str, Dex, or Con
Starfinder Character Operations Manual p. 9

You currently are or formerly were a professional-level athlete with highly specialized physical skills. You might be a member of your region’s sports team, chosen for your exceptional strength or finesse, or maybe you competed in individual events requiring exemplary endurance. Your prowess may have already led you to travel extensively for competitions, or you might still be an up-and-coming star. Either way, your impressive physical capabilities enable you to make a living as a professional competitor.

THEME KNOWLEDGE 1st
You’ve been involved in your sport or activity for years, and you know a great deal about the industry. When recalling knowledge regarding details of your industry, whether historical or current, reduce the DC of the Culture check by 5. In addition, based on the primary abilities required in your chosen sport, either Acrobatics (for Dexterity or Constitution) or Athletics (for Strength or Constitution) is a class skill for you, though if the relevant skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Acrobatics or Athletics checks. Likewise, you gain an ability adjustment of +1 to either Strength, Dexterity, or Constitution at character creation, depending on which ability is most relevant to your athletic endeavors.

PHYSICAL PROWESS 6th
You harm creatures of the wilderness only when necessary for survival, preferring to simply knock them unconscious whenever possible. When you use a weapon that deals lethal damage to deal nonlethal damage to a creature of the animal, plant, or vermin type that you have identified with a successful Life Sciences check, you don’t take the standard –4 penalty to your attack rolls. In addition, if you are dealing nonlethal damage in this way and score a critical hit, you can choose not to impose any of your weapon’s critical hit effects. Finally, you can use Life Science to provide first aid (as per the Medicine task) to creatures of the animal, plant, and vermin types.

FAN FAVORITE 12th
You have an impressive degree of control over your body. Athletes who chose Acrobatics at 1st level can move at full speed while balancing and do not fall prone on a failed attempt to tumble through an opponent’s square. Athletes who chose the Athletics skill at 1st level can move at full speed while climbing and can attempt a vertical or horizontal jump with merely a 5-foot running start, rather than the 10 feet normally required.

CHAMPION 18th
The memories of triumphs attained and challenges overcome can bolster you when facing current difficulties. Up to twice per day when in an area with gravity you have adjusted to, you can spend 10 minutes stretching, exercising, meditating, or performing other sport-specific drills to regain 1 Resolve Point.