Darius Finch

'Draken''s page

104 posts. Organized Play character for Sethran.


Race

| SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15

Classes/Levels

Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Gender

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7

Size

Medium

Alignment

CN

Deity

Besmara

Occupation

Diaspora Jetbike Racer

Strength 11
Dexterity 22
Constitution 10
Intelligence 16
Wisdom 12
Charisma 16

About 'Draken'

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SFS # 34762-704
Experience 18
Slotted Faction Second Seekers (Luwazi Elsebo)
Wealth Credits

Reputation 29 Fame, 2 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo): 38
Reputation with Wayfinders:
___________________________________________

Sheet:

Draken Korin Benn-Storn
Operative (Spy) 7
CN Medium humanoid (Lashunta)
Init +9; Senses: Low-Light, Darkvision 60' Perc +14, SM +15,

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Defense
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EAC 27, KAC28
SP 49 HP 46 RP 9
Fort +2, Ref +11, Will +6 ; +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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Offense
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Speed 40ft.

Melee Survival Knife +11 vs KAC ; d4 + 3 Slashing Analog, Operative

Ranged Thunderstrike Sonic Pistol 40' +13 vs EAC ; D8 + 3 Magic, Sonic 20/2 [Seeking Fusion, Called Fusion] [Folding Grip + S.o.h]

Static Arc Pistol 50' +13 vs EAC ; D6 +3 Electric 20/2, Stun
Corona Laser Pistol 90’ +13 vs EAC ; 2d4 + 3 Fire 24/1 Crit D4 Burn [Ghostkiller]

Diasporan Rifle, Tactical +11 vs EAC ; D8 + 7 Fire 10,1 [Sniper 250']

Space 5ft.; Reach 5ft.

Special Attacks Trick Attack

Spell-Like Abilities

At will: daze, psychokinetic hand

1/day: detect thoughts.

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Statistics
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Str 11, Dex 22, Con 10, Int 16, Wis 12, Cha 16

+4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst.

Skills

Acrobatics (7) +19
Athletics* +15
Bluff (7) +18 (Take 10 for 32 on Trick)
Computers (7) +16
Culture (7) +16
Diplomacy (7) +16
Disguise (7) +16
Engineering (7) +16
Intimidate (7) +16
Perception (7) +14
Piloting (7) +19
Profession (Jetbike Racer) +16 (+21 Day Jobs)
Sense Motive* +15
Sleight of Hand (7) +19
Stealth (7) +19
Survival* +15

Theme: When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5.

Starship-Combat Version of Skills

Feats

Weapon Focus (Small Arms) +1 Attack, Skill Focus (Bluff, Disguise), Weapon Specialisation, Nimble Moves, Sky Jockey, Toughness

Languages Common, Castrovelian, Brethedan, Abyssal, Kalo, Celestial, Drow, Ghibrani, Jinsul, Shobhad

Other Abilities

Networking If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average (see Starfinder Core Rulebook 406). Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute).

Specialization Skill Mastery You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.

Uncanny agility You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Combat Gear D-suit 3, Lashunta Tempweave, Basic, Knife, Survival (95), Arc Pistol, Static, Thunderstrike Sonic Pistol, Corona Laser Pistol

Other Gear Titanium Alloy Cable 50', Hygiene Kit, Spare Battery (x2), Serum of Healing Mk1 x4, Serum of Healing mk2 x1, Personal Comm Unit, Outfit (Hot/Cold and Dangers), Industrial Backpack,

Library Chips
Culture, Engineering,

Tool Kits

Trapsmith's Kit (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps)

Disguise Tool Kit (required for Disguise checks to change appearance)

Engineering Kit (Engineering checks without one take a –2 penalty)

Hacker's kit (required for most Computer checks; see page 137 for more information)

Navigator's Kit (grants a +4 bonus to Survival checks when orienteering)

Thieve's Tools, (grants a +4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock)

Survivalist's Kit (grants a +4 bonus to Survival checks when enduring severe weather or living off the land)

Armour Upgrades: Jump-Jet Armour Upgrade, Thermal Capacitor Armour Upgrade

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Special Abilities
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Proficiencies Armor-light; Weapons-basic melee weapons, small arms, Sniper

Exploits:

- Armour Optimiser: This also allows you to add one upgrade slot to the armour, though any upgrade that uses that slot functions only when you wear the armour. Such upgrades are useless to anyone else.

- Night Vision: You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

- Master of Disguise: You can take on the appearances of other creatures and even specific individuals. This functions as the Quick Disguise Exploit, but the duration increases to 10 minutes per operative level.

Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit.

-Uncanny Shooter: Your ranged attacks with small arms do not provoke attacks of opportunity.

Trick Attack

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.

Evasion

If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Quick Movement

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.

Debilitating Trick

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.

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Boons Slotted this Adventure
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Ally:Friends in High Places: Hireling (Athletics, Survival, Sense Motive)
Faction: Second Seekers (LE), Improved
Personal: Jinsul Witness
Promotional: T-Shirt
Social:
Starship:
Slotless: Starfinder Insignia

All Trick Attack:

[ooc] Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack[/ooc

[dice=Corona Laser vs EAC] d20 + 13 [/dice]for [dice=Fire damage]2d4 + 3 [/dice]

[dice=Thunderstrike Sonic Pistol vs EAC] d20 + 9 [/dice]

[ooc]If attack hits, target is flat-footed to allies' attack till next turn and takes an additional [dice=Trick attack Damage]4d8[/dice][/ooc

[dice=Fire, Magic Damage] 2d4 + 3[/dice] + [dice=Trick Attack Damage] 4d8 [/dice]

[dice=Sonic, Magic Damage] d8 + 3[/dice] + [dice=Trick Attack Damage] 4d8 [/dice]