Ercinee

Henga's page

5 posts. Organized Play character for Meranthi.


Race

| SP 14/14 HP 14/14 | RP 4/4 | EAC 16; KAC 17 | Fort +1; Ref +7; Will +4 | Init: +4 | Perc: +5, SM: +5

Classes/Levels

| Speed 50 ft | Wisp Ally 1/1 | Active conditions: None.

Gender

F hanakan priest envoy 1/operative 1

About Henga

Henga
Envoy 1 / Operative 1
Small magical beast
Init +4; Senses Perc +5, SM +5; darkvision (60 ft.), low-light vision

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Defense
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EAC 16, KAC17
SP 14 HP 14 RP 4
Fort +1, Ref +7, Will +4

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Offense
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Speed 50 ft., 20 ft. (climb)
Melee
Tactical baton +3; 1d4 B (analog, operative, thrown (20 ft.))
Ranged
Tactical skipshop pistol +3; 1d4 P (teleportative, 60 ft.); crit bleed 2, ominous (DC 15)
Thunderstrike sonic pistol +3; 1d8 So; crit deafen (DC 15)
Space 5 ft.; Reach 5 ft.
Special Attacks trick attack, spell thief, look alive
Spell-Like Abilities
1/day - wisp ally
At will - detect magic, token spell

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Statistics
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Str 10, Dex 16, Con 12, Int 8, Wis 11, Cha 16

Skills
Acrobatics +7
Athletics +0
Bluff +4
Computers +4
Culture +6; -5 DC religious traditions, religious symbols, and famous leaders
Diplomacy +11+1d6; +2 checks against lay followers and low-ranking clergy, +5 for trick attack
Disguise +4
Engineering +4
Intimidate +8; +2 checks against lay followers and low-ranking clergy
Life Science +0
Medicine +6
Mysticism +7; -5 DC religious traditions, religious symbols, and famous leaders
Perception +5
Physical Science +0
Piloting +9
Sense Motive +5
Sleight of Hand +7
Stealth +3
Survival +1
Profession (Writer) +13; +1 for Day Job

Starship-Combat Version of Skills
Acrobatics +7
Athletics +0
Computers +4
Diplomacy +11+1d6
Engineering +4
Intimidate +8
Piloting +9
Gunnery +5

Feats
Skill Focus (Diplomacy, Culture)
Fleet

Languages Common, Akan, Brethedan

Other Abilities:

Other Abilities
Look Alive [mind-affecting]
When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first.

Trick Attack
You can attempt a Diplomacy check with a +5 bonus to make a trick attack against a foe by calming or tricking them into thinking you’re not a threat. Each time you use Diplomacy to make a trick attack, this bonus decreases by 1d4 (minimum +0) until the end of the encounter.

Spell Thief
You steal magic from your opponents to empower yourself. The maximum spell level of spells, spell-like abilities, and spell slots you can affect with this class feature equals 1 + one-third your operative level (to a maximum of 6th-level spells at 15th level). Your trick attack deals 1d3 additional damage at 1st level. This increases to 1d6 at 3rd level, 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Whenever you successfully use your trick attack to reduce a spell’s duration or to steal spell energy from a target, the stolen energy empowers your next successful trick attack made in the next minute, increasing the die size of the trick attack’s additional damage by two steps (to 1d6 at 1st level and to d10s at 3rd level and above). When you hit a target with your trick attack, you gain momentary awareness of whether the target is affected by at least one spell and whether they can cast spells (including spell-like abilities). When dealing your trick attack damage to a creature, you can drain some of the target’s magic, halving the duration of one spell currently affecting the target. You can choose a specific spell to affect; otherwise, the can determine it randomly from among the beneficial spells affecting the target. You can reduce a given spell’s duration only once, and the target can negate the reduction with a successful Will save.

Combat Gear
Carbon skin graphite, tactical baton, tactical skipshot pistol, thunderstike sonic pistol, explosive rounds (30), small rounds (30)
Other Gear
Holy text (Ssena’ssess), professional clothing, religious symbol, professional’s toolkit (writer)

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Special Abilities
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Society Stuff:

SFS 246222
Experience 4
Slotted Faction Acquisitives
Wealth 53 Credits

Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives: 8
Reputation with Advocates: 1
Reputation with Cognates:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Manifold Host: 1
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders:
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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons:

Ally:
Faction:
Personal:
Promotional:
Social:
First Skirmish - future boon
Izalguun Profiteer - cross off for credits
Starship:
First Skirmish - future boon
Slotless:
Society Contract - Anytime you play a pregenerated character, you can reroll a single d20. Alternatively, anytime you play a pregenerated character and that character dies, you can also cross this boon off to restore the character to life.
Claimant to Salvation - Gain an extra boon if you play a Salvation’s End scenario.
Journey to the Scoured Stars: Segment 3
Vanity:
Hexoglin Pup - pet!

Bot Me!:

Henga spends most of her time trying to talk their way out of combat.

[dice=Trick Attack]d20+11+5+1d6[/dice] for [dice=Trick Damage]1d3[/dice]

[dice=Smacky]1d20+3[/dice] for [dice=Slashing Damage]1d4[/dice]
[dice=Pew pew (skipshot pistol)]1d20+3[/dice] for [dice=Piercing Damage]1d4[/dice] with 2 bleed and ominous
[dice=Pew pew (thunderstrike sonic pistol)]1d20+3[/dice] for [dice=Sonic Damage]1d8[/dice]

[dice=Skill]d20+1[/dice]

In ship combat, she is happy to serve as Captain, but she can do almost any job. As a Captain, she likes to lead off with a taunt.