Isuma

Daire's page

41 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Daire

Race

| SP: 7/7, HP: 11/11, RP: 3/4 | EAC 13, KAC 14, CMD 22, (Mobility +4 AC) | DR: -- Resistances: -- | F:+2 R:+2 W:+3 | Init +2 | Perc +1, Bluff +4, Diplomacy +0, Intimidate +4, Sense Motive +1 |

Classes/Levels

Acrobatics +8, Athletics +9, Culture +2 | Speed 30 ft. (desert stride) | Active Conditions: None

Gender

Female Kasatha Space Pirate Soldier

Deity

Besmara

Location

Diaspora

Languages

Common, Kasatha

Occupation

Space Pirate, Starfinder

Strength 16
Dexterity 15
Constitution 10
Intelligence 10
Wisdom 12
Charisma 10

About Daire

Statistics:

SFS # 276820-707
Experience 1
Fame 2
Reputation Acquisitives 2

Daire
Female Kasatha Space Pirate Soldier 1
CN Medium humanoid (kasatha)
Init +2; Senses Perception +1

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DEFENSE
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SP 7 HP 11 RP 4
EAC 13 (10 +1 armour, +2 Dex, +0 misc)
KAC 14 (10 +2 armour, +2 Dex, +0 misc)
AC vs. Combat Maneuvers 22 (8+KAC)
…+4 AC vs. attacks of opportunity that you provoke by leaving a threatened square.
DRResistances
Fort +2, Ref +2, Will +3

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OFFENSE
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Speed 30 ft. (desert stride)
Melee assault hammer +4 (1d6+3 B) (analog)
Ranged azimuth laser pistol +3 (1d4 F/ burn 1d4) (80 ft.) (C20/U1, Used: 0)
…utility scattergun +2 vs. all in cone (1d4 P) (15. ft) (analog, blast) (C4/U1, Total Shells: 4, Used: 0) (Roll attacks separate, damage once, ignore concealment)
Offensive Abilities opening volley

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STATISTICS
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Str 16, Dex 15 Con 10, Int 10, Wis 12, Cha 10
Base Atk +1;
Feats Mobility, Opening Volley
Skills Acrobatics +8, Athletics +9, Bluff +4, Culture +2 (NR), Intimidate +4
(4 points; 4 class, 0 INT)
Abilities desert stride, four-armed, historian, natural grace, primary fighting style (hit and run), primary style technique (opening volley), theme knowledge (space pirate)
Proficiencies light armour, heavy armour, basic melee, advanced melee, small arms, longarms, heavy weapons, sniper weapons, and grenades
Languages Common, Kasatha

Special Abilities:

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SPECIAL ABILITIES
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Desert Stride Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.

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

Opening Volley Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

Theme Knowledge (space pirate): You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear assault hammer, azimuth laser pistol, utility scattergun, serum of healing mk 1
Possessions second skin (upgrade slot: unfilled), personal comm unit, industrial backpack, everyday clothing, flashlight, R2Es (4)

Carrying Capacity
Unencumbered 0-8 Encumbered 9-16 Overburdened 17+
Current Bulk 4
Credits 724

Temporary Gear:

Slotted Boons:

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SLOTTED BOONS
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Ally - None
Faction - Acquisitives' Champion
Personal - Possessed Augmentation (leg)
Promotional - None
Social - None
Starship - None
Slotless - None

Boons:

Possessed Augmentation (Personal Boon): Either before or after joining the Starfinder Society, you received a prosthetic limb to replace one lost in a prior accident. You acquired the limb under dubious circumstances, and it’s never worked right since you got it. The Society performed a magical scan of the augmentation, which revealed a spirit stuck within the limb that was somehow bound to the augmentation prior to its installation. A capricious presence survives within the limb, its exact background and nature something you can determine.
...Benefit: You gain a free prosthetic limb to replace a limb you’d previously lost during the course of an adventure. Otherwise, you can start a new character with this free prosthetic limb already attached. You must slot this boon after acquiring this possessed limb. While this boon is slotted, you suffer from the penalty listed below, depending on which limb was replaced. This penalty lasts until you either complete the tasks listed below, remove the affected limb, or pay to have a new replacement limb installed. If you replace the limb, then you can cross this boon off the sheet. ...Once per scenario, you can attempt to fulfill one of the associated tasks in any order, though the final task must be performed last. Once you have completed all of the associated tasks, you have reached an accord with the spirit within the limb, no longer suffer its penalty, and gain the listed benefit.
...Penalty (Leg or Foot): Your leg constantly seizes, reducing your base land speed by 5 feet (to a minimum of 5 feet), and you take a –1 penalty to all Reflex saves.
▫ Task: If you’re using the arm or hand prosthetic, you must deal a critical hit with a weapon wielded with your possessed augmentation against a significant foe. If you’re using the leg or foot prosthetic, you must exceed the DC of a Reflex save by 3 or more from an effect created by a significant hazard or enemy. Doing so shows the spirit that you’re willing to persevere, despite the annoyance caused by its manifestations.
▫ Task: You can humble the spirit within the prosthetic by showing you that its actions won’t stop you from persevering. You must spend the entire adventure not fighting the limb. This doubles the penalties listed above for the duration of the scenario.
▫ Final Task: You must defeat a foe whose CR is at least 2 higher than your character level. You do not need to deal the final blow, but your actions must have contributed to the foe’s defeat in a significant way.
...Completion Benefit: Your prosthetic limb now works in tandem with you and all previous penalties are removed. If you’re using the leg or foot prosthetic, you gain a +1 bonus to all Reflex saves. Regardless of what possessed prosthetic you possess; the resident spirit also offers you a modicum of protection against incoming effects. Once per adventure, you can spend a Resolve Point to call on the spirit within your limb to either double bonus associated with your limb for one round or allow you to re-roll a single Will save resulting from a hostile mind-affecting effect.

Background:

Daire is a free-spirited space pirate from the Diaspora. When her enemies grew a little too numerous she took off for Absalom until the heat died down. A chance run-in with a few members of the Acquisitives faction of the Starfinders caused Daire to sign up. Steady work, decent coin… How hard could it be?

Appearance and Personality: