Priest of Desna

Deloran Starrunner's page

355 posts. Organized Play character for Buckshot Bob.


Full Name

Wayfinders Deloran Starrunner

Race

Human Xenoseeker Operative / 4

Classes/Levels

Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Gender

Male

Size

Med

Age

27

Deity

Desna

Languages

Common, Brethedan

Occupation

Medic

Strength 12
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 10
Charisma 11

About Deloran Starrunner

'APPEARANCE':

Deloran is a Human male, around 5' 11", and weighing at about 160 lb. He has shoulder length black hair that is usually unkempt. He has Deep purple eyes that seem to always be looking for danger. He has a scar near his right eye.

BACKGROUND:

A little about myself, well I was born and raised on a freighter named Sundog, going between Absalom Station and Akiton. We travelled to other planets as well but the route between Absalom Station and Akiton was our main route. During that time I picked up skills on how a starship works. And going to other planets got me fascinated with alien life. And I learned to appreciate said life forms. And lets see something else about me…oh I know, I do not like to directly harm other life forms. My weapons are all set to do non-lethal harm. I understand that sometimes harming or even killing a lifeform is something that just has to be done.

'RACIAL BENEFITS':

+2 Dexterity
Bonus Feat
Skilled
Languages: Common, Brethedan

THEME:

XENOSEEKER

THEME KNOWLEDGE (1ST)
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

'CLASS ABILITIES':

OPERATIVE’S EDGE (EX) 1st Level
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. (+2)

SPECIALIZATION 1st Level
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). Skill Focus: Stealth

Explorer
You’re an expert in scouting out dangerous locations using your knowledge and survival skills.
Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.

TRICK ATTACK (EX) 1st Level
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. (+1d8)

Operative Expolit: Alien Archive (Ex)
Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.

QUICK MOVEMENT (EX) 3rd Level: As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. Which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. (+1)

DEBILITATING TRICK (EX) 4th Level When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

'FEATS':

Light armor
Basic melee weapons
Small arms
Sniper weapons
Evasion

Medical Expert: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit.

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

Multi-Weapon Fighting (Combat)
You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks.
Benefit: When you make a full attack with two or more small arms or with two or more operative melee weapons (see page 184), reduce the penalty for making a full attack by 1.

'COMBAT STATS':

Stanama: 18
HP: 22
Speed: 40'

AC: ENERGY ARMOR CLASS 18
AC: KINETIC ARMOR CLASS 18
AC VS. COMBAT MANEUVERS 25

Init +6

Fort: +3
Ref: +8
Will: +4

BAB: +3
Melee: +4
Range: +7
Thrown: +4

Static Arc pistol +7 Dam: 1d6 E Crit:Arc 2 Range 30' shock ammo 20 / 19(19) Nonlethal
Survival Knife +7 Dam: 1d4+1 Slash Analog, operative
Needler Pistol +7 Dam: by injection Crit: add +2 to DC Range 30' ammo 6 darts

SKILLS:

13¨ ACROBATICS* (DEX)
7¨ ATHLETICS* (STR)
2¨ BLUFF (CHA)
9¨ COMPUTERS (INT)
7¨ CULTURE (INT)
2¨ DIPLOMACY (CHA)
2¨ DISGUISE (CHA)
9¨ ENGINEERING (INT)
2¨ INTIMIDATE (CHA)
7¨ LIFE SCIENCE (INT)
9¨ MEDICINE (INT)
4¨ MYSTICISM (WIS)
8¨ PERCEPTION (WIS)
6¨ PHYSICAL SCIENCE (INT)
12¨ PILOTING (DEX)
8¨ PROFESSION Medic
(CHA, INT, OR WIS)
2¨ SENSE MOTIVE (WIS)
11¨ SLEIGHT OF HAND* (DEX)
11¨ STEALTH* (DEX)
13¨ SURVIVAL (WIS)

'EQUIPMENT':

ITEM
2 Static Arc pistols
Survival Knife
2 Needler Pistol both with conserving weapon fusion (pg. 62 Armory)
12 darts with Sedatives tier I 1d4 Non-Lethal in one needler
10 darts with Heal Serum I 1d8 heal in one needler
4 Stickybomb grenade I
Industrial Backpack
Medkit
2 Medpatchs
Personal Comm Unit
Starstone Compass
Hygiene Kit
Lashunta tempweave, basic w/Jump jets
2 extra Battery 20 charges
5 R2E Rations
Scanner, enhanced camera
Data Pad
Toolkit, Engineering
Toolkit, Hacking
Flashlight
Habitat Box
Radiation Sweeper
Zero-G/Radiation suit
Credits 847

Items from Zo!: k2 ring of resistance and a Lashuta mind mail 1, monophonic interference blade

'CHEAT SHEET':

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Attack Roll: 1d20 + 4 ⇒ (17) + 4 = 21
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Society Scenarios Played:

Society #38898-701
#3-07: Strike at Zone 78
#1-36 Enter the Ashen Asteroid
#1-02: Fugitive on the Red Planet
#1-01: The Commencement
#1-09: Live Exploration Extreme!
1-16 Dreaming of the Future
Skitter Shot

SOCIETY LOG SHEET:

Society Number:38898-701
Experance: 6
Fame: 6
Credits:437

BOONS:

DREAM WHISPERS (Ally Boon) Because you researched its dreamspun tales, the Liavaran Dreamer known as Whisperer of Solar Winds has taken an interest in you. When you slot this boon, the Dreamer imparts Some knowledge to you in the form of a cryptic comment that may prove helpful later in your mission. Once per adventure, anytime you miss an attack or fail a saving throw, you can call upon the Dreamer's mysterious message. You immediately count your roll as being 2 higher, which may allow you to hit your target or to succeed on your save. If you roll a natural 1 on your attack or save, you cannot use this ability.

PRIVATE VAULT (Slotless Boon; Vanity): The staff of the Communion Vaults takes note of your actions in helping to resolve Whisperer of Solar Winds' dreamspun tales. The staff provide you with a reasonable space of your own within the Communion Vaults. This 20-by-20-foot square chamber can be used to store any major magical finds you've recovered or purchased during your travels. You can bring any number of creatures into this space whenever you like. While this chamber is mostly a personal accomplishment and an area you can show off to others, it does have on tangible benefit: the entire area within your vault is warded by a nondetection effect (caster level 10).

Nufriend Skittermander 3 of 24

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

Wayfinders Champion(Faction Boon):You’ve declared your allegiance to the Wayfinders and dedicate your missions to furthering the goals of that faction.
Prerequisites: Wayfinders Tier 0
Cost: 2 Fame
Benefit: This Faction boon allows the character to gain Reputation with the Wayfinders faction. A character with this boon slotted at he end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
Normal: A character gains no Reputation unless he has a Faction boon slotted.