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Dirindi News Network's page

114 posts. Organized Play character for Hmm.


Race

| SP 18/18 HP 22/22 | RP 5/5 | EAC 18; KAC 18 | Fort +1; Ref +5; Will +2 | Init: +3 | Perc: +7, SM: +5 +1d6

Classes/Levels

| Speed 30ft | Active conditions: Blindsense (Electricity), Darkvision, Low-Light; Resistance 5 to Electricity

Gender

"Djakar" | 820-712 | Female NG Icon Dirindi Envoy 3

About Dirindi News Network

Djakar of the Dirindi News Network

SFS # 820-712
Experience, Reputation Money and Equipment See ITS

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Bot Me!:

Djakar of the Dirindi News Network is an enthusiastic combatant. In the first round of combat, she always uses her get ‘em ability to help the team.

★ --- ★ --- ★ --- ★

[dice=Fortitude]1d20+1[/dice]
[dice=Reflex]1d20+5[/dice]
[dice=Will]1d20+2[/dice]

★ --- ★ --- ★ --- ★

[dice=Acrobatics]1d20+8[/dice]
[dice=Athletics]1d20+6[/dice]
[dice=Computers]1d20+8[/dice]
[dice=Culture]1d20+7[/dice]
[dice=Diplomacy]1d20+ 12 +1d6[/dice]
[dice=Intimidate]1d20+10[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Piloting]1d20+8[/dice]
[dice=Profession Journalist]1d20+9[/dice]
[dice=Sense Motive]1d20+ 5+ 1d6[/dice]

[dice=Research Rat’s Life Science]1d20+7[/dice]
[dice=Research Rat’s Mysticism]1d20+7[/dice]
[dice=Research Rat’s Physical Science]1d20+7[/dice]

★ --- ★ --- ★ --- ★

[dice=Stabby (survival knife)+Get ‘em] 1d20+4+1[/dice]
[dice=Slashing Damage]1d4+1[/dice]

[dice=Zap! (called pulsecaster rifle)+Get ‘em]1d20+4+1[/dice]
[dice=Nonlethal Electric Damage]1d6+3[/dice]

[dice=Bang! (hutchket rifle)+Get ‘em]1d20+4+1[/dice]
[dice=Piercing Damage]1d10+3[/dice]

In ship combat, she happily serves as Captain or Science Officer. As a Captain, she likes to lead off with a taunt.

Etc...

Djakar of the Dirindi News Network
Envoy 3
N Medium humanoid (dirindi)

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Statistics
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Str 10, Dex 16, Con 10, Int 12, Wis 8, Cha 18
Personal Upgrade - Cha

Skills
Acrobatics 8 = 3 ranks + 2 dex + 3 class
Athletics 6 = 3 ranks + 0 str + 3 class
Computers 8 = 3 ranks + 1 int + 3 class + 1 theme
Culture 7 = 3 ranks + 1 int + 3 class
Diplomacy 11 +1d6 = 2 ranks + 4 cha + 3 class + 2 racial
Intimidate 9 = 2 ranks + 4 cha + 3 class
Perception 7 = 3 ranks -1 wis + 3 class +2 racial
Piloting 8 = 3 ranks + 2 dex + 3 class
Profession Journalist 9 = 1 ranks + 4 cha + 3 class +1 theme
Sense Motive 5 + 1d6 = 3 ranks - 1 wis + 3 class

Djakar’s Professional hireling, Research Rat
Life Science 7 = 3 levels + 4
Mysticism 7 = 3 levels + 4
Physical Science 7 = 3 levels + 4

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats

Languages Common,

Other Abilities

Get ‘Em
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

Inspiring Boost (Ex)
Language-Dependent Mind-Affecting Sense-Dependent

As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Universal Diplomat

Your Diplomacy checks to change a creature’s attitude are not language-dependent. This allows you to use Diplomacy to change the attitude of a creature with whom you do not share a common language, as well as a creature with an Intelligence score of 1 or 2 (creatures with no Intelligence score can’t have their attitudes improved using the Diplomacy skill unless the GM says otherwise).

Combat Gear
Other Gear

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Special Abilities
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Convivial
Dirindis know a number of bonus languages equal to twice their Intelligence bonus, half of which must be chosen from either the prevalent languages on page 41 of the Starfinder Core Rulebook or the racial languages their allies speak. They also gain a +2 racial bonus to Diplomacy checks.

Dirindi Senses
Dirindis have blindsight (electricity) with a range of 60 feet and low-light vision. They gain a +2 racial bonus to Perception checks.

Electrical Affinity
Dirindis have resistance 5 to electricity, and they gain the following spell-like abilities. The caster level for these effects is equal to the dirindi’s level.

1/day—jolting surge
At will—energy ray (electricity only)