Full Name |
Daemon Huckle |
Race |
Quorlu |
Classes/Levels |
Envoy 1: Spd:30, Init:3, EAC:14, KAC:15, SP:8/8, HP:12/12, RP:3/3, Fort:2, Ref:5, Will:2, Perc:4, Darkvision |
Gender |
Male |
Size |
Medium |
Age |
25 |
Special Abilities |
DragonBlood |
Alignment |
CG |
Deity |
Desna |
Location |
Castrovel: The Wild |
Languages |
Common, Castrovelian, Triaxus, Quorlu |
Strength |
11 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
14 |
About Daemon Huckle
XP:1
First 2 Hirelings at basic Level.
Reputation:2
Quorlu Admittance (Personal Boon; Limited Use): You saved the inhabitants of Enereth-7, quorlus long separated from the rest of their species. Some of these quorlus have decided to repay the Starfinder Society by joining the organization! You can apply this boon in one of two ways. Select one of the following, and cross the other use off this Chronicle sheet. New Character: You can play a quorlu character (Starfinder Alien Archive 2 104), beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character.
Existing Quorlu: You can apply this boon to an existing quorlu character in your possession that you earned from another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once. Applied to Dex
Abilities
+2 Con, +2 Cha, -2 Dex
Size and Type: Quorlus are Medium monstrous humanoids.
Senses: Quorlus have darkvision with a range of 60 feet and lowlight vision.
Movement: Quorlus have a land speed of 25 feet. Additionally, a quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind.
Endothermic (Ex)
A quorlu has resistance 5 to fire that stacks with one other source of fire resistance.
Lithic (Ex)
A quorlu’s silicon-based physiology grants it immunity to disease and poison, and it gains no benefit from drugs, medicinals, and similar nonmagical substances.
It also gains a +2 racial bonus to saving throws against bleed effects. A quorlu doesn’t breathe or suffer the normal environmental effects of being in a vacuum.
Multiarmed (Ex)
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.
Stable (Ex)
A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip.
Susceptible to Cold (Ex)
When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted.
Unflankable (Ex)
Flanking the creature does not grant any bonuses, and abilities that function only against a creature that is flanked do not function against it.
Abilities
1. Theme Knowledge: +1 to Culture. Reduce DC to recall info about dragons by 5 when I make a Mysticism or Culture check.
2. Expertise, add 1d6 to Sense motive. Computers is my skill expertise.
3. Envoy Improvisation: Get 'Em, grats +1 to attack rolls to one enemy within all allies of 60 feet of me.
4. Proficient with basic melee weapons, small arms and grenades, added Longarm weapons. And Light Armor.
Feats
1. Longarm Weapon Proficiency: Level 1 Feat
Equipment
1. Pulsecaster Rifle: 100 Credits
2. Tactical Baton: 90 Credits
3. Second Skin Armor: 250 Credits
4. Engineering Kit, Hacking Kit, Trapsmith's Tools, Navigator's Tools, and Professionals Tools Actor: 100 Credits
5. Armor Upgrade Infrared sensors: 200 Credits
6. Dust Storms Clothing: 10 Credits
7. Professionals Clothing Actor: 5 Credits
8. 5 R2E Rations: 5 Credits
9. Industrial Backpack: 25 Credits
10. Laser Drill: 200 Credits
11. Star Sugar Love CD: 50 Credits
12. Credstick: 742 Credits
Skills
8+int+1 for human=9 per level
1. Acrobatics: 1 point, 3 dex, 3 trained: 7
2. Athletics: 1 point, 0 str, 3 trained: 4
3. Bluff: 1 point, 2 cha, 3 trained: 6
4. Computers: 1 point, 0 int, 3 trained: 4
5. Culture: 1 point, 0 int, 3 trained, 1 theme: 5
6. Engineering: 1 point, 0 int, 3 trained: 4
7. Perception: 1 point, 0 wis, 3 trained: 4
8. Stealth: 1 point, 3 dex, 3 trained: 7
9. Profession Actor: 1 point, 2 cha, 3 trained, 4 tools, 1 clothing: 11
Attacks
1. Tactical Baton. +3 to hit. 1d4 Blunt. Analog and Operative
2. Pulsecaster Rifle. +3 to hit. 1d6 electric. 40 Charges. Useage 1. Nonlethal. (2 charges used)