About Dani Merta, DCIDani is a Deaf woman who communicates in Sign Language and telepathy only. She was living in the Burning Archipeligo bubble of Asanatown when a burst of psychic energy erupted from the depths of the sun, and it blew her mind wide open. She now has 90 feet of limited telepathy and can communicate with anything that has a language, provided she makes a full-action mysticism check first. Even for a lashunta, she's a gifted psychic. Now she’s tenured with the Deep Cultures Institute on Stellacuna Bubble, joining joint research projects between the DCI and the Starfinder Society. She likes studying stellar cultures and phenomena, as well as interactions between planes. ★ --- ★ --- ★ --- ★ SFS # 820-710
Reputation & Fame See ITS ★ --- ★ --- ★ --- ★ Bot Me!:
Dani Merta is a pretty lousy shot. She will happily provide harrying fire, and generally shoots non-lethally unless against undead or constructs. In big fights, she’ll use a mystic cure or mindthrust. [dice=Stabby (survival knife)] 1d20+5[/dice]
[dice=Zap (azimuth laser pistol)]1d20+5[/dice]
With Get ‘Em [dice=Stabby (survival knife)+Get ‘em] 1d20+3+1[/dice]
[dice=Zap (azimuth laser pistol)+Get ‘em]1d20+3+1[/dice]
In ship combat, she happily serves as Captain, Magic Officer or Gunner. Skills
[dice=Mystical Gunnery]1d20+8[/dice] Beran, DCI’s skills [dice=Beran’s Computers]1d20+12[/dice]
★ --- ★ --- ★ --- ★ Dani Merta
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D Suit II + 2 upgrade slot --------------------
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Level 5 Boost: Dex, Con, Int, Wis
Skills Acrobatics +10 = 0 class + 4 dex + 6 ranks
Starship-Combat Version of Skills
Feats PSYCHIC INSIGHT (bonus feat from boon) 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. EXTENDED TELEPATHY You have expanded your latent telepathic powers.
PSYCHIC SENSE You can sense nearby creatures using your telepathy. Prerequisites: Limited telepathy or telepathy. Benefit: You have blindsense (thought) with a range equal to the range of your limited telepathy or telepathy. Starting Languages Common, Absalom Sign Language, Castrovellian, Ignan,
Other Abilities Esper Theme: Always alert to dangers, you've created extensive files on past psychic threats. You know that psychic foes can come in countless varieties, from sapient beings to monsters. You've cataloged not only their most dangerous abilities, but also their weaknesses and the best methods to combat them. Reduce the DC by 5 for Culture, Life Science, or Mysticism checks to identify creatures or opponents with psychic or magical abilities, from the Swarm with their hive mind to necrovites with their mighty spellcasting. Mysticism 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 Mysticism checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. Psychic Studies (Personal Boon): You were present when a burst of psychic energy erupted from the depths of the sun when the Far Portal disappeared within it. You can only benefit from this boon if your character is telepathic in some way (such as possessing telepathy, limited telepathy, or possessing the phrenic adept archetype). You can choose to slot this boon in your Personal boon slot at any time to represent taking steps to overcome shock of the psychic burst and learn from the experience. If you do so, this boon becomes locked to your Personal boon slot and cannot be removed. When this boon is slotted, you count as having the Psychic Insight feat (Starfinder #13: Fire Starters page 44). If you have 10 or more class levels, then you also count as having the Psychic Sense feat (Starfinder #13: Fire Starters page 44). Empathy (Su) 1st Level As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute. Phrenic Awakening (Su) 2nd Level You gain limited telepathy, as per the lashunta racial trait (see page 48). If your race already grants you limited telepathy (such as with the lashunta and shirren races), you instead increase the range of your limited telepathy by 60 feet. You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language. If you learn the full version of a language in which you can only communicate telepathically through other means (such as investing ranks in the Culture skill), you can select a new language to be able to communicate telepathically in at the same time. Additionally, you no longer need to meet the minimum Charisma requirement of the feat Minor Psychic Power or of any feat that has Minor Psychic Power as a prerequisite. Greater Mindlink (Su) 3rd Level You can use your mindlink ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies. Mindlink Spell: You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn't language dependent. Phrenic Defense (Ex) 4th Level: Your psychic powers give you additional defenses against mental attacks. The first time you fail a saving throw against a spell or effect with the emotion, fear, mind-affecting, or pain descriptor (see page 269), you can spend 1 Resolve Point as a reaction to immediately reroll the failed saving throw. Even if the second saving throw fails, your stronger defenses might reduce the effect of the spell or ability. If the spell or ability deals damage, reduce the damage done by an amount equal to your class level. If the spell or ability has a duration of 2 rounds or longer, reduce its duration by half. Gear See ITS --------------------
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All My Boons:
PERSONAL & SLOTLESS
Knack for Investigation (Slotless Boon; Limited-Use): Your time spent pursuing the data heist against the DCI has led you to develop some form of intuition when it comes to investigating. Anytime you find yourself investigating either a crime scene or the site of some past event (such as the events that transpired in a centuries-old ruin) you can call upon this insight. You can use this insight in one of two ways:
Marked Field Agent (Slotless Boon): Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet. ▫Eshtayiv's Scorch (Slotless Boon at 5th Level): By battling against the pyric beings on Ezrod, you somehow gained the smallest link with the mysterious entity known as Eshtayiv. You can activate this boon anytime you're knocked unconscious by an attack, which represents Eshtayiv reaching out in an attempt to claim you. Rather than spend Resolve Points to stabilize, you can instead choose to check the box on this boon and immediately gain 3d4+10 Hit Points. At the same time, creatures within 10 feet of you take 3d4+10 points of pyric fire damage (this ignores fire resistance and deals half-damage to creatures with fire immunity) though they can reduce this damage by half with a successful Reflex save (DC=10 + half your class level + your key ability score modifier). Once the box on this boon is checked, you cannot use this ability again. Once the box on this boon is checked you permanently gain the Dimly Illuminated supernatural ability: light within 10 feet of you increases by one step. Magical darkness decreases this light only if it's from a source with a CR or level higher than your level. Reduce your maximum Hit Points by 5 when you gain this ability. ALLY Allies in the Aeon Empire (Ally Boon): During your mission to Wealdriad, you met with a group of shatoris from the Azlanti Star Empire. This group performed research outside of the Empire's purview, but they regularly operate within the Empire's borders. You can slot this boon at any point while operating with the Azlanti Star Empire to be able to make purchases following all of the normal rules for purchasing items. In addition, this boon might have other benefits in scenarios related to the Azlanti Star Empire, which your GM will make you aware of prior to slotting boons. Otlo's Attention (Ally Boon): You've established a relationship with Otlo, an orocoran scholar. When you slot this boon, you can call upon Otlo's esoteric knowledge, combining it with the Deep Culture Institute's unique technological equipment to get answers to questions in short order. Once per adventure, you can call on Otlo to make a Life Science, Mysticism or Physical Science checks, using Otlo's bonus of +18. It takes 1d4 hours for the results of that information to reach you, regardless of your current location. Alternatively, you can remotely call upon Otlo to translate any Aklo-based writings you cannot decipher. BERAN, DCI’s Boons Basic Hireling Access (Ally Boon) You can requisition basic assistance from the Starfinder Society. Prerequisites: All Factions Tier 0 Cost: 1 Fame Benefit: You bring on a non-combat ally that can assist with a certain set of skill checks. This ally can perform the listed skills with a total bonus equal to your level. You must expend any necessary actions and be in range to perform the action yourself. The ally's result cannot be modified by class abilities or spells, but can be improved by a successful aid another action. The ally does not participate in combat, cannot be killed outside of combat, and has no effect other than providing the ability to attempt skill checks. The ally can attempt a given skill check only once, cannot retry a check, and cannot take 10 or 20 on a check. When you select this boon, you must select one of the following sets of skills.
Amateur Hireling Access (Ally Boon) You can requisition amateur assistance from the Starfinder Society. Prerequisites: All Factions Tier 1, Basic Hireling Access Cost: 2 Fame Benefit: This boon acts as Basic Hireling Access, except the total bonus to your ally's skill check bonus is now equal to 2 + your level. Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you select any skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead. Professional Hireling Access (Ally Boon) You can request the assistance of a professional agent from the Starfinder Society. Prerequisites: All Factions Tier 2, Amateur Hireling Access Cost: 2 Fame Benefit: This boon acts as Basic Hireling Access, except the total bonus to your ally's skill check is now equal to 4 + your level. Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you can select one skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead.
SOCIAL Savior of Asanatown (Social Boon): By stopping members of the Sunrise Collective, you ensured that Asanatown remained a free harbor within the Pact Worlds' Sun. Your reputation has begun to spread across the Burning Archipelago. When you slot this boon, you gain a +2 circumstance bonus on all skill checks made to influence creatures in or around the Pact Worlds' sun. In addition, while orbiting or inside the sun, you can make purchases from Asanatown and a courier will bring your requested goods within 1d8 hours as long as you aren't in an overly hostile environment. You still need to pay for your purchases as normal, but the delivery cost is free. ▫▫▫ Into the Veskarium (Social Boon; Limited-Use): Your efforts in combating the Keepers of the Lie impressed several members of the Veskarium. When you slot this boon, you gain a +2 circumstance bonus to all skill checks made to interact with members of the Veskarium. In addition, once per session, you can check one of the boxes on this boon to reroll any single d20 roll while operating on any Veskarium-occupied world. ▫ ▫ ▫ Faction's Friend (Social Boon; Limited Use): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure. ▫ ▫ ▫ ▫ ▫ Yaraesa's Wisdom (Social; Limited-Use): By helping stabilize Enereth-7, you've earned the attention of the goddess Yaraesa. When you slot this boon, you gain a +1 bonus to all skill checks made to recall knowledge. You also gain a +2 insight bonus to all checks made to influence or interact with followers of Yaraesa. Finally, once per adventure when you roll a skill check to recall knowledge, you can check a box that precedes this boon to reroll the result. Deep Culture Institute Tenure (Social Boon): After you assisted the Deep Culture Institute (DCI) in retrieving their lost data, they offered you employment. This position works in tandem with your position in the Starfinder Society, and the DCI understand that you have other commitments. When you slot this boon, you gain a +2 bonus on all Culture, Diplomacy, Engineering, Life Science, Medicine, Mysticism, Physical Science and Sense Motive checks related to operating in or around a star or related to creature living within stars. In addition, when you slot this boon, at the end of an adventure, you can choose to use Culture, Life Science or Physical Science in place of Profession to make your Day Job check, representing your efforts working with the DCI on a research front. STARSHIP Mystical Guidance Systems Upgrade (Starship Boon): You have acquired the technical blueprints to modify one of the weapons onboard your ship to act as a hybrid device that can be interacted with by those trained in the arts of mysticism. Benefit: When this boon is slotted, select one weapon onboard your starship. This weapon gains the mystical weapon special property if it does not already possess this property. When calculating her gunnery bonus, a gunner using a mystical weapon can use ranks in Mysticism in place of her base attack bonus or ranks in Piloting, and her Wisdom modifier in place of her Dexterity modifier. This boon can be used to improve weapons gained as a result of other Starship boons. Skitter Pal (Starship): Thanks to your efforts, the Starfinder Society managed to befriend the skittermander starship engineer Ayoka and convince her to leave the Cult of the Devourer. When this boon is slotted and there are fewer than six crew members on a starship, Ayoka can take on the engineer crew role on the ship. Her skill bonus in her role is equal your character level + 3. Ayoka is considered to have ranks in the associated skill equal to your character level for determining what actions she can take. Ayoka can perform only skill checks while acting a starship crew member aboard the ship, and she cannot accompany the PCs or aid them in other ways—she's just too dedicated to fixing the ship! [/spoiler] |