Ruan Mirukova

Jaynix Cray's page

49 posts. Organized Play character for Eben al'Jol.


Race

| SP 6/6 HP 10/10 | RP 5/5 | EAC 15; KAC 16 | Fort +0; Ref +6; Will +4 | Init: +5 | Perc: +7 (Darkvision), SM: +7

Classes/Levels

| Speed 30ft | Active conditions: None

Gender

Male N Human Spacefarer Operative 1

About Jaynix Cray

ACP: 0 Enc: 2.1 / 5 (6 w/ backpack)
Pistol Ammo: 7/9 chambered; 30 spare

Active Boons:
Ally:
Faction: Acquisitive's Champion
Personal:
Promotional:
Social
Starship:
Slotless: Welcome to Starfinder (tattoo)

Jaynix Cray, spacer, pilot, smuggler, and Acquisitive operative

Species: human Gender: male
Height: 5'9" Weight: 148 lbs
Theme: Spacefarer Class: Daredevil Operative 1

Str 10 Dex 18 Con 11
Int 10 Wis 14 Cha 10

Initiative +5; Senses: +7 (Darkvision 60)

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DEFENSE

HP 10 Stamina 6 Resolve 5
EAC 15 (+4 dex, +1 armor)
KAC 16 (+4 dex, +2 armor)
Fort +0 Reflex +6 Will +4

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OFFENSE

BAB +0
Melee +0 (+4 operative weapons)
. . survival knife +4 (1d4 S; operative, analog)
Ranged +4
. . semi-auto pistol, tactical +4 (1d6 P; 30ft; 9rds; Analog)

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ABILITES:
HUMAN
Bonus feat: Skill Focus: Pilot
Skilled: +1 skill rank/lvl

SPACEFARER
Theme Knowledge, Physical Sciences: You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

OPERATIVE
Operative Proficiencies: Light armor, basic melee, small arms, sniper weapons
Operative’s Edge +1 (Ex): 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.

Specialization: Daredevil
— Associated Skills: Acrobatics & Athletics. You can attempt an Acrobatics check to make a trick attack.

Trick Attack +1d4 (Ex): 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: Acro) 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.

BOONS
Tattoo of the Starfinder: You have a magical tattoo, commemorating your induction into the Starfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary Hit Points that last for 1 minute. You also regain 1 reviously expended Resolve Point when using this boon. Hit Points are a precious commodity at low levels, and a few lucky attacks from an opponent can sometimes kill a character. Similarly, Resolve Points are key to using special abilities and stabilizing if a deadly attack takes you down. Consider this option to reduce the chance that a lucky critical hit will kill you.

Feats: Mobility (1), Skill Focus: Pilot (human), Skill Focus: Acro (Operative), Skill Focus: Athletics (Operative)

Skills: (11 total ranks = 8 class + 1 human + 2 op. spec.)
Acro +12 ——(1 rks, 3 class, 4 dex, 1 edge, 3 focus)
Athletics +8 ——(1 rks, 1 edge, 3 focus)
Bluff +5 ——(1 rks, 1 edge)
Culture +5 ——(1 rks, 1 edge)
Engineering +5 ——(1 rks, 1 edge)
—> +9 to arm/disarm traps
Perception +7 ——(1 rks, 1 edge)
Pilot +12 ——(1 rks, 3 class, 4 dex, 1 edge, 3 focus)
Profession: smuggler +12 ——(1 rks, 1 edge, 1 circumstance, 4 toolkit)
Sense Motive +7 ——(1 rks, 1 edge)
Sleight of Hand +9 ——(1 rks, 1 edge)
Stealth +9 ——(1 rks, 3 class, 4 dex, 1 edge)

Languages: Common, Shirren

Equipment & Augmentations:
Encumbrance Threshold: 5 (6 w/ backpack)

Augmentations: Biotech Gill Sheath

Worn: spacer’s clothes (Professional clothes: smuggling), second skin (upgrade: infrared sensors), personal comm unit, semi-auto tactical pistol, survival knife, starstone compass, 113 cr

Commercial backpack: flashlight, hygiene kit, small arms cartridges (40 rds), trapsmith’s toolkit, professional toolkit (smuggling)

SFS Career:
ID: 121383-701 XP: 0
Reputation: 0 Fame: 0
Online documents

SCENARIOS PLAYED___________

About Jaynix:
Bio Brief:

Appearance & Personality: